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I love it when you do it without nods. Thanks!
How would you make if you wanted the splines to grow? like a sweep nurb that you can control going from 0 to 100?
Powerful!
Cool stuff, keep the good work
thhank
Many thanks for this sharing
You're welcome
Cool 😮
Great tutorial. Can I do this in a physical renderer. How can I add material to the Mospline? Thanks!
I’m not sure if Physical render support splines rendering. If you have one of the latest c4d releases you can use redshift but with cpu as I know.
шик!
Can I use Arnold render for this ? I have c4d 2023 on mac where redshift ERROR showing Device not found!Thank you
Hi. I’m not sure if around render support by scene nodes. Just try it.
Were is that music coming from?
Очень крутой канал ❤
How do you smoothen the splines? like your first render
I was wondering the same thing
how to do it animatet caracther? please
what if i use octane? will the output not work?
As I know you should use octane tag instead of RS object tag. It has to be render splines as well.
I love it when you do it without nods. Thanks!
How would you make if you wanted the splines to grow? like a sweep nurb that you can control going from 0 to 100?
Powerful!
Cool stuff, keep the good work
thhank
Many thanks for this sharing
You're welcome
Cool 😮
Great tutorial. Can I do this in a physical renderer. How can I add material to the Mospline? Thanks!
I’m not sure if Physical render support splines rendering. If you have one of the latest c4d releases you can use redshift but with cpu as I know.
шик!
Can I use Arnold render for this ? I have c4d 2023 on mac where redshift ERROR showing Device not found!Thank you
Hi. I’m not sure if around render support by scene nodes. Just try it.
Were is that music coming from?
Очень крутой канал ❤
How do you smoothen the splines? like your first render
I was wondering the same thing
how to do it animatet caracther? please
what if i use octane? will the output not work?
As I know you should use octane tag instead of RS object tag. It has to be render splines as well.