Noseman's link is interesting. However, and I only did a cursory review of that site, I'm not sure how it really handles BSDF materials.
When I needed to generate some glTF files, of my client's products, I had no choice but to quickly learn some Blender basics. There was simply ZERO way to export my carefully crafted RS materials, from either Cinema nor RS. I had to rebuild those in Blender, but that then allowed me to have very faithful representations in any VR viewer.
Latest posts made by entry-newspaper
-
RE: GLB / GLTF Export issues - named animation tracks?posted in Question & Answers
-
RE: Keyshot-to-C4D?posted in Question & Answers
Thank you, so much, for the very detailed breakdown! Very informative.
This is for client product work, so unfortunately, sharing it with someone else won't be possible.
I'll consider the trial option, but obviously, that isn't necessarily the best practice for continued work, moving forward. -
Keyshot-to-C4D?posted in Question & Answers
I have a few Keyshot files, and would like to get the contained CAD models exported in order to use them within Cinema.
I don't have Keyshot, otherwise I'd just export .OBJ files.
My limited web searches haven't really turned-up any solutions for non-Keyshot users.Anyone have any experience doing this?
Thanks.
-
RE: Export Model Including Textures For Online Viewersposted in Question & Answers
The materials, most specifically, are why I even commented. Those were 100% the reason why I was forced to (awkwardly) use Blender.
glTF has many supported functions; reflections, blurred reflections, clearcoat, normal maps, anisotropy, etc.
And Blender can natively create those materials - as both those are Open Source.
But you're not going to be able to get procedural-based materials to work the way you want. Even the Blender / glTF route still involves a great deal of compromise and re-working of materials. -
RE: Export Model Including Textures For Online Viewersposted in Question & Answers
I needed to do this kind of thing, a while back, for Amazon. In that case, it needed to work for augmented reality, so people could preview the products in their local environments. But regardless, we needed to utilize the glTF format.
Unfortunately, Cinema (and RS particularly) aren't necessarily the best tools to create those open source files. I needed to quickly learn some basics in Blender, so I could use that to do the final work on those files, once exported from C4D.
Not saying this is the route you need to take, depending on the format you need for your website, but there are some nice advantages to using the glTF format. -
RE: Soft Body - Return to Original Shape?posted in Question & Answers
Will do, thanks. I pivoted to a different solution for the job. But I'd still like to know, so I'll post an example file as soon as I can free up time.
-
Soft Body - Return to Original Shape?posted in Question & Answers
I want to have a soft body be impacted by a collider, and have the resultant waves propagate for a time.
But then I want the shape to return back to the original shape. I want to be able to direct that return, with precise key-frames.How would I do this?
Thanks!
-
RE: Need Help with Jiggle Deformerposted in Question & Answers
Thanks, I'll try that again. Pretty sure I already had, but maybe I need to try adjusting more of the parameters, in order to see the effect.
-
RE: Need Help with Jiggle Deformerposted in Question & Answers
Okay, thanks! C4D looks to play the occasional joke, I see...
But, if you happened to crack open my scene, where would you position the deformer?
I'm not seeing any results, when I add it in various positions.