can u give me the plugin coz the link doesnot forward to the plugin ,,,,,,, please give a drive link or something,,,,, urgent help needed ,thanks in advance
You can actually manually put the Color and AO maps together manually using photoshop, krita or gimp. All you do is add ao map on top then blend using multiply. Use the opacity slider to pick desired amount. If the files are too big then you could change resolution too ready for Minecraft.
Unfortunately we won’t ever be making textures or texture packs specifically for modding games, just because it might confuse customers. Although a Minecraft style texture is a good idea.
Exactly what I was looking for, thank you. For anyone trying to use Mixamo animations, you can export the skeletal mesh for whatever character you're using including the unreal engine Quinn and Manny. You upload the character to Mixamo, choose the animation and download it without the skin, now it should work with the default skeleton in Unreal Engine!
Hi, I have not found other videos of yours about it. I ask you: if I want to apply different materials to my object, such as steel and wood and rubber, how should I proceed in the various subdivisions? You could also show me if you use ".sbsar" or a "PNG" in exports and what settings do you use? Thank you.
You create masks if same object, but you can import multiple models and switch them on and off. You do have to be careful when baking maps as occlusion of objects will cause weirdness on AO, and curvature. That’s a great suggestion thank you and until I create a new video, I usually export png /exr as it’s more reliable for current workflow using octane.
super jerky when i try it on a tree. i have a lot of trees in my scene and seems like thats not happening and my graphicscard is pretty good. am i doing something wrong?
Hi there without seeing your scene it probably could be. A few things the most general one I’m thinking is scale. Could your scene be too big or too small. Or is the simulation too big or small? Just ensure the values are not too high if your scene is smaller :)
I believe it is using the c4d colour/diffuse channel. It’s been such a long time - I did manage it for one project. I might add to list of tutorials if I can re-work it out.
I know this is from two years ago; but I have noticed that even with objects as a hair collider, if I mess with things like clump, displacement, frizz, or wave, for example - the hairs still go through the mesh. Like the guides itself appear straight and outside/resting on the object, but in the renderview they're clipping through. Any suggestions there?
Hey sorry for delay :) - if it’s part of the material I’m not sure. As last time I checked there’s no dynamics attached to material/shaded settings itself. You could try creating your own hair using splines / scattering that way you would have direct control of every hair. But it wouldn’t be a fun setup. Otherwise it’s tedious back and forth from viewport to render. Sorry I couldn’t be of any more help :)
Because it’s based on luma keying not currently unless adobe update there toolset. Thanks for checking it out :). We could definitely research some other ways to see if it’s possible. Thanks again :)
its not really like "brushing as if on your head" because all the hairs end up inside the head. Ive spent hours trying to get something half decent looking and gotten nowhere
Yeah it’s always been a clunky tool. What version of cinema you on? Dynamics have changed a lot in recent versions but haven’t played with hair since R23
@@VFXHut lol I'm still using R21. I discovered collisions since i made that comment which stops hair going inside. It's still very difficult to get into a particular style though as far as long hair goes. Trying to figure out partings as well at the moment
when i import as you and place the abc to scatter. i am getting bug report. i have screen record if could help me i can send my alembic file and screen rec
Not sure what’s happening for you but creating a reference object to the scale of your scene could be a massive help. Like a box between 150-200cm high gives you idea based on a person. If you’re talking about the actual objects your particles are emoting Then shrinking the model used can help with this :)
@@VFXHut I tried a lot of things, but not all of them work, but they used to in the past, I wonder what's the problem with those files. The explotions and thrusters work as an example.
@@TRIANGULARBOY Are you a member of the site? - if so thank you and welcome aboard. If there’s any in particular VDB please feel free to drop us a message either on here or via the form online. Generally speaking if nothing seems to be working it could be down to Software miss-communicating, VRAM limit or a faulty volume file. There shouldn’t be any faulty volumes on our website however one could always slip the net so please do let us know and we can double check it for you :)
Hey there you can sign up to an unlimited plan and grab anything you want (subs.VFXHUT.com). Models and volumes are only bundled on VFX store (VFXHUT.com) which have to be purchased as a one off purchase and no you do not need to be a member. The members only website is subs.VFXHUT.com.
@@hdri3dvideo the extensions excite me when I see them pop up on RU-vid videos but still stick with c4d. I think I’m just gonna hop between them all forever 😂. Nice to see I’m not the only one. ☺️
Whatsup I'm using Octane in C4d 2023.1.0 Had lots of the same trouble as everyone else. DONT hit "calculate". The free pack has 10 different vbd's in it, and Cinema tries to interpret these as a 10-frame sequence, instead of 10 unique volumes/clouds. Also, mess around with "Import Unit" right underneath the calculate button. I had to change mine from Centimeters all the way up to Hectometers. It seems with a regular scene size, the imported vbd's are teeny tiny. Peace out.