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  • [Help] Mechanical Rigging in Cinema 4D - Week 2

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    Tag: Cinema 4D | 2024

    Thank you for taking the time to report your issue with this Cineversity tutorial.
    We apologize that you encountered an obstacle with the material. We’ve created this template to help you clarify the issue you are having so we can assist you more quickly.

    What's the specific issue you are having?

    Please include a timestamp (where in the video the problem occurs) if applicable.

    What are the steps to replicate the problem?
    What steps are you taking that seem to cause the problem?
    What version of the software are you using?
    Any and all info is helpful. Thank you.

    If the question is not directly related to the tutorial, please refer to the Q&A forum

    posted in Tutorial Discussions
  • RE: Spline Wrap Hair

    MaverickMongoose,

    I wanted to share as well a version where the Hair grows along.
    To have the end differently, I used a Target Effector, set to Repel and Deform> Points, while it moves with the Spline it sits on (Align To Spline)

    CV4_2026_drs_25_RShr_21.c4d

    HairHelix_21_0087_0059.jpg

    To you and everyone using this forum, thanks for your trust, and lots of success in 2026

    posted in Question & Answers
  • RE: Animated Alembic cannot Pin Material

    Thank you very much, appointment-insect!

    You’re very welcome! Thank you so much for the kind feedback!
    I do not felt that you take time from me, and there is some little bit left in 2025!

    I like to read that you got it fixed!

    Please always keep in mind that the time spent on any question will hopefully help others in the future. In other words, please never hesitate to ask.
    Things change, and questions keep the forum up-to-date!

    If you like to explore the problem of tracked footage and character animations, I’m happy to look into it.
    Please use a new thread for it if you would like to explore it. A new forum’s thread means that things stay readable and perhaps “findable”.

    For all your projects that come to you in 2026, I wish you a lot of success and fun with them.

    Enjoy!

    posted in Question & Answers
  • RE: Spline Wrap Hair

    P.S.: Here is a little bit "polished" version.

    Screenshot 2025-12-30 at 1.11.28 PM.jpg

    CV4_2026_drs_25_RShr_11.c4d

    posted in Question & Answers
  • RE: basic particles turn on and off randomly

    Hi resort-sand,

    Thank you for the file!

    If I understand this correctly, the size is there to provide the glow "sphere".

    I have left your setup pretty much as it is, but used the Random Effector only to randomize the color.

    Below is the more detailed step-by-step. for anyone reading along. Perhaps it is faster to explore the file.

    CV4_2026_drs_25_RSff_01.c4d

    Screenshot 2025-12-30 at 11.06.06 AM.jpg

    Material
    The Color Data is based on Color User Data and the set up as "RSMGColor" Provided in the presets.

    This color information is all over the place, so I use only the red channel via Color Splitter (Blue or green is equally good, as they are just random gray values after all).

    To get it from dark to Yellow, I used a Ramp Node. The idea of those lights is a more organic feel, hence the little variations on the right side of the Ramp.
    This is then placed into a Mix Node, as you want to be able to go from Random to Full. To make that more comfortable to animate, I used a Group Node, set to Start node (Material Menu> Node> Start Node.)

    In this group Node I created an Input-Output and set the parameter to 0-100% with a step of 1% (right mouse click on the input> Edit input. then set up the parameters)

    This allows, now, after the material is selected in the Material Manager, to see that input in the Attributes, I named it "Glow RND to Full", and animated it as needed.

    The second input of the Group Node is Color. I have set it to blue for now, so the animation and change are clear. Use the warm glow tone for your final use if that is the target.

    All of that goes into the Emission Color, and I have set the Weight very high to enable the proper glow in post effects. See below.

    Screenshot 2025-12-30 at 11.02.26 AM.jpg

    Rendering
    If the Redshift Render View is open and large enough, the Cogwheel in the right upper corner should be visible.

    In the Display Tab, you can set up the Bloom and eventually the Flare effect. I have enabled both.

    This produces the Light "sphere" around the fireflies.

    The Render Settings have the RS Post Effects enabled

    Preview:
    https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_CLIPS_DRS/20251230_CV4_2026_drs_25_RSff_01.mp4
    .

    Please let me know if that works for you.

    Happy holidays to you as well!

    posted in Question & Answers
  • RE: Spline Wrap Hair

    Hi MaverickMongoose,

    Thanks for the file and the reference.

    Please have a look at the file below. (Press Play)
    CV4_2026_drs_25_RShr_01.c4d

    Screenshot 2025-12-30 at 12.48.24 AM.jpg

    I have basically used only two Twist Deformers per Hair-Element (Rendered as hair via RS Render Tag).

    One Twist Deformer is Axial to spiral the hair, the other one is moved away from the main axis and creates the Helix. The Cloner is moving the hair through the Deformer.

    The Random Effectors below each spline are set to Deform>Point.

    The lower cloner creates the most Hair, while the spline below the Main Cloner is for the little "stray hair.

    Yes, that needs some fine-tuning (Light and Material, etc.), but I wanted to get your input if that works for you.

    The Splines have a lot of points, so they will follow different Twist settings.

    Same here, if you are off, have a great start to 2026.

    Cheers!

    posted in Question & Answers
  • [Help] How to Start a Student Subscription

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    Tag: Cinema 4D | 2024

    Thank you for taking the time to report your issue with this Cineversity tutorial.
    We apologize that you encountered an obstacle with the material. We’ve created this template to help you clarify the issue you are having so we can assist you more quickly.

    What's the specific issue you are having?

    Please include a timestamp (where in the video the problem occurs) if applicable.

    What are the steps to replicate the problem?
    What steps are you taking that seem to cause the problem?
    What version of the software are you using?
    Any and all info is helpful. Thank you.

    If the question is not directly related to the tutorial, please refer to the Q&A forum

    posted in Tutorial Discussions
  • RE: Animated Alembic cannot Pin Material

    Part two: A working example file
    Here is a freshly downloaded Mixamo animation, turned into an abc file.
    I used this motion capture as it has dramatic changes, perhaps better than I could do with my Motion capture setup.
    The TriPlanar is set to Reference, and the RS Render Tag to Snapshot.
    The geometry is stable, e.g., in point and polygon count.
    I think the Noise is pretty stable.
    https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20251229_CV4_2026_drs_25_RStr_01.zip
    Preview render
    https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_CLIPS_DRS/20251229_CV4_2026_drs_25_RStr_01.mp4
    All works fine on my side.

    posted in Question & Answers
  • RE: Animated Alembic cannot Pin Material

    Thanks for the reply and feedback, appointment-insect.
    You're very welcome.

    Part one: Exploring your file and the Triplanar problem
    Sorry for the long text: This is an exploration of what I got from you and what prevented TriPlanar from working properly. Since your file was an educational file, I will detail it carefully. The short answer is: A setup that works with a different character is in the next post.

    The tip I would typically give is to have a UV setup that takes care of the texturing. I'm aware that this is a little bit of an abstract theme. For now, please let me leave you with this short seed for the future: UV polygons are the bridge between a 3D surface and a 2D texture.

    It takes perhaps some time before one can feel savvy with this, but it is worth it to know.

    Anyway, TriPlanar and Alembic. There is the Reference option in the TriPlanar. But it obviously doesn't work for the example scene that you shared. The reference is a record of the given data, and the idea is to use that throughout the whole shot. However, Alembic allows for changing the point amounts of objects. I have no idea why I can see variations in your model over time. When the point amount changes, the reference is useless. It is that simple and sad at the same time. Some functions in the original setup might have a "weld" option, and merge in certain frame points very close to each other. (Just a guess, as I don't have the original scene, only the abc file from you)

    Let's assume for a moment we have an Alembic file with a constant number of points, and the points are keeping their structure, think of it as the neighbors don't change. Then the reference should work of the Triplanar. If the swimming continues, a Redshift Render Tag might help. Here, the Geometry> Snapshot helps. It shows BTW as well as the point amount. Which gave me the hint about the changing amount in your file. I would use frame zero to take the snapshot, but explore along the timeline if the point amount changes. With this set, the swimming should stop.

    Screenshot 2025-12-28 at 11.21.46 PM.jpg

    If not, we need plan B. Have a look at the scene file. I have placed a camera with a 36mm focal length (as it was cleverly designed for many decades at 36mm, now it is 35mm and needs to be set for this). With 36 mm, it matches the default "sensor Size. Which means, if we have an object of 400cm, then the camera distance to that object will will 400cm cover precisely the object. Given a square and the render settings to a square as well, while the view axis hits the object center, you can render any texture or shader. (Switch off reflections and preferable use on the Luminance (weight 1.0).
    CV4_2026_drs_25_RSrn_01.c4d
    With this, you get the Maxon Noise to any size of a texture, and that creates stable results. Again, the TriPlanar is great for static objects, and in the moment the point amount varies, the effect will be "a swimming texture".

    A side effect of TriPlanar, especially with Noise "Sema", is that the seams are quite visible. Another reason I avoid those options.
    https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_CLIPS_DRS/20251228_CV4_2026_drs_25_RSmn_02.mp4
    In the clip above the "Blend" is animated.

    I hope that helps, scroll down:
    https://help.maxon.net/c4d/2025/en-us/Default.htm#html/TRSOBJECT-REDSHIFT_OBJECT_TAB_GEOMETRY.html#REDSHIFT_OBJECT_REFERENCE_SOURCE

    To cover this more completely:
    There is an UV Transfer option, which might need more data from the source scene, or some experimentation to get this extracted from the abc file. Not sure it is useful here.

    All the best

    posted in Question & Answers
  • RE: Animated Alembic cannot Pin Material

    Hi appointment-insect,

    Thank you very much for your files.

    Please add this file to your folder, so the Alembic that you have can be read.
    CV4_2026_drs_25_RSmn_01.c4d

    I have excluded the TriPlanar and set the Noise to
    Maxon Noise>Inputs> Input> Source> UV/Vertex Attributes
    Maxon Noise>Inputs> Input> Vertex Attribute Name: Drag the UV tag that sits on the Alembic in this field

    More in depth:
    https://help.maxon.net/c4d/2026/en-us/Default.htm#html/COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_MAXONNOISE-NET_MAXON_NODE_BASE_GROUP_INPUTS.html#COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_MAXONNOISE_COORD_ATTRIBUTE

    Screenshot 2025-12-28 at 1.25.28 PM.jpg

    Here is the rendering:
    https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_CLIPS_DRS/20251228_CV4_2026_drs_25_RSmn_01.mp4

    Please let me know if that works for your project.

    Have a nice Sunday!

    posted in Question & Answers