Hi Mike,
Thanks for the reply, and you're very welcome.
This is good to know. I can't find an entry for this problem, or perhaps I searched not well enough.
Either way, I'm glad there is awareness and progress.
Have a great weekend.
Hi Mike,
Thanks for the reply, and you're very welcome.
This is good to know. I can't find an entry for this problem, or perhaps I searched not well enough.
Either way, I'm glad there is awareness and progress.
Have a great weekend.
Thank you very much, Balakay612!
Yes, first of all, thanks for providing an image, and for understanding that the variety of the sources creating the problem can be rather large. Not that I know all the answers, who does (?), but I'm aware that each problem has that individual mix.
I try to avoid exposing you to a guessing marathon, which can go on forever with no results, perhaps.
My best wishes for your project
Hi bet-beach,
Here is an idea: to take the Vertex (Vertex Color Give) information from a small portion (Vertex. Color Share) and provide it back with a "blur" to a new one (Vertex Color Get).
The Broom (Vertex Color Share) has a lower Decay setting, to update its information as the broom (Vertex Color Share) moves, while the Vertex Color Get has a 100% decay setting, to keep the changes.
Ideally, the source would be separate, to follow a top-down process in the Object Manager, but I assume it works just fine here.
Example
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250912_CV4_2025_drs_25_PAcm_41.c4d.zip
Enjoy
Hi ASeifried,
The file shows an error and is not availalbe.
The c4D format can be directly attached to the forum (<1MB). Cloud services are limited for security reasons to Dropbox, Wetransfer, Google, Apple, and Adobe. Upload the file to them, uncompressed, and share here the full URL, no HTML wrapper, etc.
Thank you.
Here is a quick sketch, and cached, as discussion starter:
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250912_CV4_2026_drs_25_SIrd_01.zip
I'm happy to look into your file.
Cheers
Hi Balakay612,
When you see that and press the "a" key, are the spheres in place? Or if you cache a simulation first.
If so, it is presumably a Priority problem.
Please always share the file reduced to the problem. An image tells me very little, especially when cropped and nothing else is shared.
In the past two decades of doing this, it has shown that long-winded questions or suggestion lists can be avoided when a file in instead of anything else is avaialble.
The c4D format can be directly attached to the forum (<1MB). Cloud services are limited for security reasons to Dropbox, Wetransfer, Google, Apple, and Adobe. Upload the file to them, uncompressed, and share here the full URL, no HTML wrapper, etc.
Thank you.
The two main priority problems come from
• Unorganized Object manager (top to bottom is the typically flow)
• Priority settings are left on default or set to something that causes the problem.
There are certainly more ways to get a delay. I'm happy to look into it.
Cheers
Hi MaverickMongoose,
There was a black to white gradient in the material [Ramp]. Add a color gradient or throw the node out, since you have already set the colors, and they are in the Color Vertex Map.
A few things to remember:
You have the Liquid Mesh somewhere at the top of the object manager.
Always position objects as much as possible as they are processed.
The main work of these newer Simulations is done in the graphics card, and what you see is not directly the information that is already calculated. Downloading this data takes time. To judge anything from the Editor's view is a compromise.
The mesh is completely new generated each time, which means the Vertex colors from the frame before will stay until the new colors are "downloaded". Since the mesh is new (and there is no way around, as we need a mesh first before the new vertex colors can be calculated), the color arrives later; if the object is even above the Particle source, it might take a moment longer. Positions in the Object Manager matter. If data is not available, the data from the frame before will be used. However, the Editor's view is refreshed more than once, typically, hence it doesn't always show. The render pipeline goes one time through, no refresh.
Render and you will see the colors show up, as the render waits until they are available, meaning the full cycle is done.
Here is an example clip:
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_CLIPS_DRS/20250912_CV4_2026_drs_25_LImc_02.mp4
Have a nice weekend as well.
P.S.:
No idea if that helps,
Team Render Troubleshooting, take it as Brainstorming
https://help.maxon.net/c4d/2025/en-us/Default.htm#html/1101.html?Highlight=team%20render
Redshift Log files:
https://help.maxon.net/r3d/cinema/en-us/Default.htm#html/Log+Files.html?TocPath=Miscellaneous%2520Topics%257C_____2
Hi Mike,
I'm sure I have not worked with that specific render farm, so there are a lot of variables on both sides, I fear, and I don't have any idea to know what the setup is for all parts included.
Renderfarms are not my field where I would go shopping with, hence my suggestion to check with tech support, chances are the render-farmers have checked in as well, since you got no solution from them so far (I assume, as otherwise you would have the need to explore this field deeper)
https://www.maxon.net/en/support-center
The VDB format should work, as that is the format internally used.
Here are a few random tips. When it works on your machine, but not elsewhere, the question is, what is not available in the files or on their hardware/software?
Set the save and cache path to a known location inside your project folder (e.g., project/cache/pyro/pyro_####.vdb). Avoid absolute paths, which won't exist on farm machines.
Before you do anything, ask the render-farmer for a checklist or any data on what they need.
Make sure the render farm has the same version running Cinema 4D and Redshift running.
File > Save Project with Assets, this should set all parts to relative paths,
use simple naming structures, avoid more than one "." special signs, or gaps (Yes, that should be a problem from the past, but who knows). However, the Save Project with Assets typically collects all files.
If you have a second computer, open the file and check if it renders fine. Use the Redshift Asset Inspector, as well as the Cinema 4D Project Asset Inspector. (I assume the computers are not in a network).
Send a short test file to the render farm, check if that works. Perhaps also one set up with the RS Volume Loader, while the Animation is set correctly.
Ask how much VRAM their GPUs have, and whether all in use for your job is the same. Perhaps they can share a render report.
Fingers crossed, it is just a path problem, as you mentioned, if I got that correctly.
My best wishes for your project.
Hi bet-beach,
The Smear-Finger idea (Photoshop) was nagging me to translate that to Cinema 4D.
The simple idea is to run a Wind object along a spline and add some other parts to it. Done.
Example:
CV4_2025_drs_25_PAcm_21.c4d
Yes, it follows the direction even around 180º+ movement.
One more, if particles have moved a certain distance, they go into the Group.2, which means they can be used for additional "effects".
CV4_2025_drs_25_PAcm_22.c4d
All the best
Hi bet-beach,
Yes, Cinema 4D is very flexible and versatile. Thank you for that.
Thanks for the Google files.
The UV-based movement (Distorter) can only push a single pixel in x or y (red or green), or just gray values, and then based on the distorter's global settings. To follow a brushstroke while the brush is rotated means to put the image on the head at one point, which might be possible, but I assume it would take a lot of developing time
https://help.maxon.net/c4d/2025/en-us/Default.htm#html/COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_DISTORTER-COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_DISTORTER_GROUP_0.html#COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_DISTORTER_INTYPE
Perhaps I miss something, as ideas often come with a new problem, but here I'm not clear how to follow that brush in any direction, what rotating (or broom in your video)
I found it easier to explore particles here, as that is what comes closest to dirt. Here are two sketches.
CV4_2025_drs_25_PAcm_01.c4d
CV4_2025_drs_25_PAcm_02.c4d
The Delay needs more attention.
The other way would be to set the animation brush (or broom) and render it from top view. Then "smear" in Photoshop along the path. If the brush crosses its own path, the next image is needed, based on the one just smeared (Smear Finger, 80-90%). Those images are then layered and unveiled with a vertex map, set decay to 100%, meaning nothing decays.
I hope that helps for your next meeting.
My best wishes
Hi bet-beach,
Please have a look here:
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250910_CV_2025_drs_25_ANsm_01.zip
I would work with a very fine Noise to "diffuse the texture", here I used the colors first to set the texture apart, the noise can then move it in a way that diffuses it at the same time. Use the "Redshift Render View" and press play.
Check the values in the Distorter, to get more or less effect.
Perhaps you like to have the initial state undistorted and work with colored noise. Explore what fits best with your idea.
Please know, for security reasons, I touch only a few standard cloud services (WeTransfer, Dropbox, Google, Apple, and Adobe), hence I worked from your image only.
Please let me know if there are any questions. I'm happy to look into those.
Enjoy
Hi MaverickMongoose,
Thanks for the reply
Yes, from your perspective, but sometimes it might be useful to have the initial state as well.
I agree that the decision should be a checkbox and not require extra steps.
Enjoy your project
Hi MaverickMongoose,
Feels like something is using the Cloner state, not the Rigid Body results. If something is stuck, I typically start over in a new Project file to gain more insights. Thanks for the effort with the mp4!
However, the Constant Update is not checked.
Let's take another approach:
The Matrix Object, in Object and Axis mode, pulls current data, including the Rigid Body state. The colors can be set in the same way.
Example
CV4_2025_drs_25_MGvc_11.c4d
Please explore the option to mix the color (Vertex>Fields> Layer Control> Mode> Average, as well as Radius)
Example
CV4_2025_drs_25_MGvc_12.c4d
Of course, you can feed a new Cloner from the Matrix and use that result in the Volume. (Cloner 1> Matrix>Cloner 2)
Enjoy your Sunday
Hi MaverickMongoose,
Thanks for the images. The colors show that the Volume vertex map uses the Cloner colors without the Rigid Body "take over".
Caching the Rigid Body only works for me.
With cache and a rendered preview.
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250906_CV4_2025_drs_25_MGvc_02.zip
Cheers
Hi MaverickMongoose,
Thank you for the file, and for using WeTransfer.
Switch the Ridge Body off, then have a look at where the Spheres are. With the selection of the nearest, these colors are exactly what you get.
Now switch the Rigid Body on and cache it. Now the information is available when the Vertex map takes it from the Cloner.
Let me know if that works for you.
Enjoy your weekend
Hi David,
There are no mistakes, only gained experience.
Enjoy!
Hi David,
Thanks for the feedback,
The material that uses the Selections to work only on the "small sides" of the object can be "dimmed" down in the Emission Settings, set the Luminance down (or in other materials, that is the weight parameter.
Transparent and immutable, it is both; it is a balancing act.
Cheers
Hi David,
Thank for clearing which one it is.
Please have a look here, it is a combination of setting RS Open PBR node> Geometry Thin Walled and using a Ray-Switch Node. Disable one or both, if you like to have both ends "luminescent".
Is this coming closer?
Enjoy your weekened
Hi David,
You're very welcome, and thanks for the reply.
A lot of information about Polygons are here:
https://help.maxon.net/c4d/2025/en-us/Default.htm#html/DMODELING-MESH_CHECK.html#MESH_CHECK_POLY
Call up a Polygon Object, set one side to 0cm, press "c", and check it. That is a bad polygon , often they are just produced with no influence to the visual results. IF so, you can select those with the Mesh Checker, and delete them.
Since there is typically no scene information on how they should be done correctly, repairing is a artist decision, not based on rules (DTDT, do-this-do-that).
I hope that helps a little.
Enjoy your weekend
Hi Dylanplsss,
Here is a simplified idea.
In short, the "taiyaki" doesn't come out of the machine; it is already in the Holder, but up and invisible. Then becomes visible and last will move into the Holder.
Please have a look here:
CV4_2025_drs_25_MGan_01.c4d
This works by defining three states. At the same time, blending those in the Cloner.
To trigger the change, go to Cloner > Clones > Blend, and then Plain Effector > Parameter > Modify Clone.
This moves the "taiyaki" as well, which can be adjusted (in the example the Sphere - taiyaki's proxy) is different in P.Z. So it feels like falling straight down.
This P.Z setting depends the hight from start to arival in the holder. I found it easy to adjust when a huge number of clones is created.
I have animated the process to showcase it:
CV4_2025_drs_25_MGan_02.c4d
On frame zero, change one of the four (yes, I changed the number to demo the workings more clearly) P.Z values to see how it change.
However, it avoids many minor details that would be necessary to synchronize such motions.
Enjoy your Weekend