Rigid Body Simulation - C4D to UE5 Workflow!
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- Опубликовано: 24 ноя 2024
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Hello friends, in today's video we'll go over my workflow when working with art directed rigid body simulations from C4D to UE5. I cover my exporting process, how to fix any issues with the Cineware workflow, updating the model, how I use it for my own projects, and...much more!
Eventually it would be great to be able to do all of this within UE5 itself, however I still really love the ease of use in Cinema 4D as well as the art direction capabilities it has with it's simulation/forces/fields tools.
Cya in the next one, thanks for watching ✌🏽
Thank you so much for this step by step! It has helped me so much!
You are definitely one of the best channels on youtube creating content for Unreal and Cinema 4D, hope you can grow fast because you deserve it!
Thank you so much!! This means a lot to me and I definitely have more videos to come 🫡
Had no idea this was even possible! thankyou for this, I could imagine the rendering speeds are lightyears faster compared to Octane whilst still producing great quality...
Thanks for watching! Yeah totally agreed, obviously Octane or other renderers can producer a higher quality finish but as you said I still think Unreal can make something comparable for this type of scene.
Really well explained and to the point. Thanks a lot!
Thank you so much 🙏🏽
Great as always dude! Adding this to my ever growing list of UE5 tuts that I'm gonna get through :)
Ahhh thanks heaps mate! I'm glad to be in that list 🫡
Awesome stuff man and cache is pronounced like cash money. 🙏🏿
glad you came back!
I ain't leavin'! 🫡
Well done! Exactly what I was looking for!
Glad it was helpful 🙏🏽
Nice! Could you show tutorial of how to do moGraph sims in unreal instead of c4d? Im also more confident in c4d, but I would like to force myself to use unreal more.
Haha I totally understand where you're coming from! To be honest I'm in the process of learning how to comfortably do basic mograph techniques in UE myself, so once I feel confident and at a good level I'll definitely be making tutorials on it. Also, with Project Avalanche coming out, there will be soooo many new features and possibilities using their new tools so I'm also waiting for that as well!
Greaaat, I love this type of stuff but its a rare find sadly, thanks a lot
Thanks heaps mate, appreciate the support and it really motivates me 🙏🏽
Keep on going @@ali.3d
Very good and helpful video. Thank you.
thank you! I'm glad it helpful ☺
Hey! I followed this and saved out the two versions of the scene I had (still and animations), however after importing the animation version via the datasmith plugin, and going into the animation-> sequence, the animation doesn't play. In fact, there are no keyframes showing in mine like you have in yours. Obviously i am wondering if it just didn't pull in any animation data, and for reference, my C4D file had an alembic animation in it, and a cloth animation from a cloner. Any tips here would be huge! Thanks!
Ahh, if you have an alembic in your scene then you’ll need to import that abc file in separately instead of doing it through cineware. And as for cloth animations, because those aren’t typical PLA keyframes, and actually have dynamic vertices - you may need to check the animation cache settings and make sure that is exported with the cineware file and then select that object in the animation cache list when importing into UE. I know it sounds a bit confusing but if you check out my Soft Body tutorial it should be relatively simple! Hope this helps 🙏🏽
great - thank you
Thanks for watching mate 🙏🏽
Like most plugins, it looks like it "kind of works". I'll use it when they get the problems sorted out
Yeah, honestly a fair assessment. Personally I'm okay with the limitations for most things, but there's still a lot of room for it to grow.
why not just rendering in redshift in cinema 4D ? all that settings, export import effort to bring all things in ue only for faster rendering ?
I mean, for me personally I don't think the import/export process is too bad or tedious but to each their own. Also just to give you some perspective, rendering this out at 3200x4000 with 32 Temporal Samples per frame took roughly 35 minutes. There is no denoising, and I'm rendering out 1 frame every 3.5 seconds - which is around 17 frames per minute! This also means I can iterate so much faster when it comes to making creative decisions.
Don't get me wrong, I love using Redshift/Octane/Vray/Corona and those renderers are still visually more robust when it comes to achieving the most realistic results out there, but I don't think UE5 is too far behind at all. The rendering speeds are just too good for me to ignore while also allowing me to do the things I enjoy most which is art directing a scene. I hope this makes it clear as to why I prefer this process for certain scenes!
@@ali.3d Sounds cool thank you for the answer! I wish cinema 4D had lumen as a 3rd party renderer plugin like octane or corona, and we could directly render it from cinema 4D without import export trial and error or jumping back and forth 😂
@@dghzrm Think the same. Imagine in a large production for a client who requests adjustments to the film, you will need to jump from C4D to Unreal and redo tedious processes. I don't understand how difficult it is for Maxon to invest resources to make Redshift real-time, even for Viewport with Raytracing for example. Maxon knows that the future is real time, which is why it is investing in updates for Cineware Unreal, but this bouncing around is so tedious. If Project Avalanche is OK for motion graphics, I intend to abandon C4D and stick to Unreal. Maxon should wake up to the possibility of its users abandoning C4D due to the lack of a good real-time renderer.
@@johnbica Epic games says unreal engine would be paid in some way. Some part of unreal engine will be paid and maybe avalenche included in the future i don't know. It's true that 3D programs adopt game engines as render engines in terms of speed, meanwile, game engines adopting realistic calculation algorithms like path tracing with denoisers, like octane and redshift. Especially after latest powerful GPUs released, many games have path tracing mode. So maybe we should not be in a hurry abandoning path tracing and adopt game engines. Instead we should wait because game engines adopting path tracing method instead : D