Fantastic. Thank you, Dr. Sassi.
Posts made by entry-newspaper
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RE: Particles Radius over time issues...
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Particles Radius over time issues...
Greetings,
I'm working on learning the fundamentals for the new C4D particles system, and I've encountered a roadblock.
I'm trying to learn how to do something (seemingly) simple like scale the size of the particles, over their life. But I'm not getting even remotely the expected results. (Please see attached scene file.)I was watching Sketchy Visuals' Beginners Guide to Basic Particles... where he demonstrates how to control particle size (radius) over time (age) with the Data Mapper. But right away, I notice a few small discrepancies, between his controls, and mine. I'm running 2025.1.2 - but not sure if his was a slightly older version of 2025? Regardless, I followed his instructions as best I could, but my results are nothing remotely like his; which is what I'm after.
Can someone please take a look at what I have set up, and see what I'm doing incorrectly? I'm looking for my particles to smoothly scale up and down, during their lifetime.
Thanks!
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RE: Pyro emission rate?
Thanks, Dr. Sassi. I'll read through your links. I think half my issue, relates to (surprise) poor AI related Google searches, for the use of Pyro. That's where I was seeing the wording about "emission rate" controls.
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Pyro emission rate?
Hey all:
I'm attempting to use pyro, in R2025.1.2.
However, for the life of me, I can't figure out how to animate the effect in and out.
I'm looking at the Pyro tag, and no where do I see anything related to an emission rate.
Can someone please point me in the right direction?Thanks!
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RE: Quick C4D Installation Question
Thanks, Dr Sassi.
I'm still just barely getting things going, but I did test out a client product on the M4, and holy cow it's fast! Between the new hardware, and the newest version of C4D / RS, it feels like a totally different experience, when compared with the M1 Ultra and the older version of RS I'm still running. -
RE: Quick C4D Installation Question
Great, thanks. While I have you here
I'm reading up on how to add a second seat to my existing Maxon One subscription. But when I follow Maxon's instructions, in the Maxon app, there is no way to do that. Instead, it seems to prompt me back to the website.
So...if I go through the "buy" process, will that simply "add" that second seat to my existing account? I'd like to keep things clean, in terms of billing, etc. Rather than just having two totally separate Maxon One subscriptions. Does that make sense?Edit: Never mind! I just found the location inside my account, on Maxon's site, where I was able to add a second seat to my existing license. It wasn't as obvious, as I would have hoped, but got there anyway.
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RE: Quick C4D Installation Question
Will do, thanks!
I have a quick follow-up question. Now that Redshift is the default renderer for Cinema, does that change how updates are done?
Does RS still need to be updated, independently of the C4D updates?
Thanks!
P.S. I didn't forget about your kind offer to help with the glTF exporting...from weeks back. But now that I have a new machine, I'll have the newest version of Cinema installed, so I can run those tests myself. -
Quick C4D Installation Question
I just purchased a new M4 MBP, and will be purchasing / renting a second Maxon One license.
What is the best method for a ground-up installation of Cinema & Redshift? Should I go through the Maxon App, once I install that? Or is it better to download the installer from the Maxon site?It's been a few years, since I went through all this on my M1 Ultra, with R2023; so I forget the best protocols.
Thank you!
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RE: Does current C4D support glTF 2.0?
My apologies. For some reason, I thought you might live in Europe. In that case, we're both sharing the same mild west-coast weather!
Happy Thanksgiving, as well. -
RE: Does current C4D support glTF 2.0?
Thanks, for the continued help, Dr. Sassi.
Regarding your offer to test the export results from R2025, thanks! I'll figure out a simple test, with both a "standard" physical material object, as well as a basic-node RS material. Likely, not until after our Thanksgiving break.
As for your follow-up, thanks for that PDF. I must have missed that, while browsing the Khronos website and tutorials. That document is rather dense, on programming information; a bit over my head. But I'll try and glean all I can from that, all the same.Cheers!
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RE: Does current C4D support glTF 2.0?
@Dr-Sassi said in Does current C4D support glTF 2.0?:
Hi entry-newspaper,
The v2 was, AFAIK, released before 2023.
When I save a glTF in 2023.2 as Binary glTF and open it in a text editor, it tells me v2. (same result in 2025)
There have been improvements along the way since. You can see it in the help content, switch to the version you are interested in, and go to What's New in Cinema 4D.
If you use the Web version, you might know that the Cmd+ F in a browser allows for a fast search in the long list.As with all software, things change; I assume that the current version, 2.01, is in use, but please check with tech support for specifics.
https://www.maxon.net/en/support-centerSince you work with 2023, I can assume you have a subscription, which also means you can download 2025. It will not overwrite your installation. You can also test all the features your model needs.
All the best
Thanks, Dr Sassi.
Interesting, regarding the version. Blender, for instance, shows the "V2" in the import / export process, for glTF.
There are material limitations (at least) in C4D 2023 & 2024 and my older version of RS, which don't allow for the full set of glTF extensions.
So I guess that is still a limitation on Maxon's end? Blender, for instance, seems to work quite well at creating full-capacity glTF materials (i.e. adding clearcoat, anisotropy, volume, transmission, etc). Only problem is I'm having to learn Blender on the fly...As for my subscription; you are totally correct, I can and should get the newest versions of C4D and RS. The issue for me is that the version of Redshift, is universally updated (or downgraded) on every version of Cinema, on a given computer. Long story short, I'm in the middle of a large amount of work, and can't risk having issues with RS - which I did the last time I tried upgrading for C4D 2024. I'm likely going to add a new M4 MBP shortly, and that will finally give me a safe test "mule" for application version updates.
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Does current C4D support glTF 2.0?
I'm in a bit of a bind. I have a large array of totally finished client products, created in C4D & Redshift.
However, there is the need to create "VR" versions of these products, in the form of glTF files.
Note: I'm currently running C4D 2023 and an older version of RS.
But does the latest (2025) Cinema / RS finally support glTF 2.0?Thanks!
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RE: Boole object animated intersection edge
Not sure what plug you intend to use, to generate the particles. But couldn't you drive that emission, with a luminance-based texture? If you apply a pure white material, to the boolean "B" object, and have it subtract from "A". Something like XP would allow you to drive the emission, with a material, so if you simply made everything else luma-black, then maybe that would work?
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RE: Vertex Maps & Mograph
Thank you, for this additional exploration, Dr. Sassi!
I'll study this new project file, and see what I can learn. -
RE: Vertex Maps & Mograph
Hey Dr. Sassi,
Thanks so much! And I apologize! I completely goofed-up; that sample C4D file wasn't even the right one. I think I trashed the MoGraph one I had, from a few days ago.
That being said, until I can prepare another project, do you know whether there are any limitations with vertex maps applied to MoG clones?Yes, indeed, I'm here in the U.S. & I will enjoy a little rest, thank you very much!
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Vertex Maps & Mograph
I posted this same question, over on the Redshift general help forum. But it's likely more of a Cinema-specific problem.
I'm trying to set up an animation, where I will have multiple objects, controlled with MoGraph. I would then generate vertex maps, where those objects eventually intersect one-another. That resultant vector information would then get ported into a RS shader. But I'm not sure that MoG will recognize the vector maps, or visa versa.Sample scene, attached.
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RE: Bake Texture from Geometry?
Hey, thanks for the explanation, and the example scenes.
That lack of "source" makes perfect sense. I suppose, I was excitedly hoping that the projection onto a flat surface would be a magic solution for creating custom 3D textures. Alas, too good to be true... -
Bake Texture from Geometry?
Hi all:
I was following Polygonpen's great tutorial on modeling and baking tile-able textures: https://www.youtube.com/watch?v=QrOGAOCBt2gI can successfully generate the normal map, exactly as he does. However, I'm struggling to find a way to output (for instance) an AO pass. I'm attaching my example scene, with the way I have things set up. Can anyone have a look, and see what I'm doing wrong? Or, is it just not possible to bake an ambient occlusion pass this way?
Thank you!
P.S. In order to keep the C4D file small enough to post, I had to delete the converted polygon object; so you'll simply have to convert the simple MoGraph object to polygons on your end.
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RE: Dumb C4D Update Question
Dr. Sassi,
Thank you for the detailed, and thoughtful response. I'll follow-up with Maxon Support, for more granular technical help, with the upgrade process.
Cheers!
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RE: Dumb C4D Update Question
Thanks, Dr. Sassi.
I just downloaded the 2023.2.2 Offline Installer (so that answers my first question, regarding the version).
However, before I proceed, I'm still trying to understand whether this will install a whole new version of Cinema? Or will this installer simply updated my existing version of 2023.2.0 - along with all of my prefs, plugs, etc.Thanks!