CINEVERSITY

  • RE: Attaching a pre made model to a plane

    Great that this works for you, child-rice.

    Thank you very much for the reply.

    My best wishes for your project

    posted in Question & Answers
  • RE: Modelling question

    Hi Dutchbird,

    From my point of view, the Knife tool is the way to go. Then create the Inset [M~W], (Extrude Inner). Deleting the inner parts will create holes. I left the prep steps in the file.
    Example
    CV4_2024_drs_24_MOoh_01.c4d
    Screenshot 2024-06-20 at 10.46.44 AM.jpg

    The less manual but more parametrical way would be via Voronoi Fractal, while the Source is the key here.
    Example
    CV4_2024_drs_24_MOoh_11.c4d
    Screenshot 2024-06-20 at 10.59.17 AM.jpg

    Cheers

    posted in Question & Answers
  • RE: Zbrush sculpted C4D model poly reduction and texture baking

    Hi Delphis,

    Thanks for the data.

    Thank you for the UV information. This is good and bad news:
    It is bad, as that is not anything useable for this model, but the good news is that it is easy to reproduce, as it is all based on orthogonal "views". Why bad? Because a six-sided view does not represent an organic object well.

    There is an option to create a low-res version of a texture from a hires Vertex map. Is it working 100%? It depends on the preparation.

    The idea is for the new low-res mesh (Remesher, for example) to be just the tiniest amount smaller than the high-res model.
    The Vertex information goes into the Luma channel (Standard Render, Material).
    After preparing a good UV map, the low-res, which can be just done with many of the options, e.g., Packed, needs a "Chrome" material.
    This allows one to bake the information from a "larger" object. The process is demonstrated here in 60 seconds to give an idea (not a tutorial) about it.
    https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2024_Clips_DRS/20240620_Res_Bake_Tex.mp4

    I hesitate to share those things without more specific information, as general questions in 3D most likely do not give workable answers. At least, this is my experience supporting and mentoring artists around the globe for two decades.
    I say that because that is a proven way, and it is not to be just complicated.

    The Baking of the Displacement is described here:
    https://help.maxon.net/c4d/en-us/?_gl=1ojv8bf_gcl_au*MTQ5NzQ3MDQ5MS4xNzEyMzQzNjY2#html/49938.html?Highlight=texture%20baking

    All the best

    posted in Question & Answers
  • RE: Morphing/ Interaction

    You're very welcome, Pitchi.

    Happy exploring!

    Cheers

    posted in Question & Answers
  • RE: Zbrush sculpted C4D model poly reduction and texture baking

    Hi Delphis,

    If you like to animate to a certain degree, perhaps the Mesh Deformer is the way to go, as that can be very rough and allows you to run even heavy models.

    Let us start with the color first.

    The ZRemesher in ZBrush is a tool that reduces the number of polygons.
    Available in Cinema 4D as well.

    Without any idea of your model (Thanks for the link, but that is just a few pictures and some data), I can't say anything about UVs; without UVs, baking textures is impossible.

    Remember that 70M (or per link 18M) polygons may provide a smooth edge (all in limits) to small PolyGroups "UV Islands". However, the new low-res mesh can't reproduce those smooth edges, naturally not. Seams will most likely have problems.

    Even the Un-Subdivide function in Cinema 4D has no option to generate the low-res UV data needed for your request.

    Some might suggest storing the textures temporarily in the Vertices; I'm not a fan of that for various reasons. Color Space problems and the lack of a way to define reduction or conversion are other reasons.

    In Cinema 4D, there is an option called Property Transfer, which has a UV Transfer function. How well it can provide its power depends on the model and the amount of reduction. If that works, the original textures can be used. With that, baking is the next step, but if UVs overlap, the baking process will overwrite those areas with the latest data it has to write, resulting in unwanted changes. This is also something I can tell from the information I have so far.

    I'm sorry to be that blurry. It's not my pleasure to do that to you, and certainly not fun for you.

    All the best

    posted in Question & Answers
  • RE: Attaching a pre made model to a plane

    Hi child-rice,

    To use a complete model and a massive distribution, it would be best to use a MoGraph Cloner, Grid mode, Form> Cylinder.

    A demo is attached
    https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2024_PROJECTS_DRS/20240619_CV4_2024_drs_24_RSgr_01.c4d.zip

    Typically, with distance, things get less saturated and brighter (Sfumato)
    However, the darker can be achieved by multiplying the distance (State Node) by the Color.

    Example
    CV4_2024_drs_24_RSdd_01.c4d

    All the best

    posted in Question & Answers
  • RE: Morphing/ Interaction

    Hi Pitchi,

    Yes, those are some very nice concepts, and I'm unaware we have anything in-depth about them, perhaps something super old…

    Hence, I made a little 20 sec clip explaining the demo file below
    https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2024_Clips_DRS/20240619_CA_Rigging_IntActTag.mp4

    File
    CV4_2024_drs_24_CAip_01.c4d

    Besides the Driver tag, it might be the one you are looking for
    https://help.maxon.net/c4d/en-us/?_gl=1rx3cgf_gcl_au*MTQ5NzQ3MDQ5MS4xNzEyMzQzNjY2#html/TDRIVER.html?Highlight=Driver

    This is a translator between the Vector User Data field (the square with the dot in it) to drive the PoseMorph.
    https://help.maxon.net/c4d/en-us/?_gl=1rx3cgf_gcl_au*MTQ5NzQ3MDQ5MS4xNzEyMzQzNjY2#html/TCAPOSEMORPH.html?Highlight=Pose%20Morph

    These few elements might need a few hours of training series to go from zero to comfortable, something I can't do in the forum. That would be dozens of pages of the Manual quotes.
    My tip for now is to go to the Asset Browser, take all the available Character Animation examples, and explore their setup.

    I hope that does not sound lazy (even though we have a holiday here in the US), but I hope the examples help get you started.
    Tip: For example, Sporty has some user data set up for the face.

    All the best

    posted in Question & Answers
  • RE: Palm tree leaves are not rendered.

    Hi sentence-dream,

    Thank you so much for the kind feedback! 🙂

    My best wishes for your project

    posted in Question & Answers
  • RE: Palm tree leaves are not rendered.

    Hi sentence-dream,

    *Option A,

    Go to the material for this, leave "l1," and in the Alpha Channel, tick the checkboxes as shown below.
    Screenshot 2024-06-19 at 11.14.58 AM.jpg

    Option B

    Please download this file and go to the Material Manager> Edit> Load Material.
    CV4_2024_drs_24_RSpm_01.c4d

    Drag this new material to the "l1' object's material Tag to replace it.

    It should work now. Let me know how it goes.

    All the best

    posted in Question & Answers
  • RE: Palm tree leaves are not rendered.

    Hi sentence-dream,

    Which Palmtree, and what render do you use?
    Also, I assume, when nothing is said, 2024.4

    Perhaps the LOD (Level Of Detail) is necessary to consider if you need to see it in the viewport. (I hope I got the palm tree that you used.)
    Screenshot 2024-06-19 at 10.23.23 AM.jpg

    All the best

    posted in Question & Answers