Soft vs. Hard - Combine Bullet Tags & New Simulation Tags in C4D S26

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  • Опубликовано: 27 июл 2024
  • Hey everyone,
    welcome to this video where I will show you how to combine soft and rigid bodies using the old bullet system as well as the new simulation system in Cinema 4D S26. I was playing with it the whole weekend so you can find some interesting tips to make it work in your own scenes.
    Chapters:
    0:00 Intro
    0:54 Importing from Quixel Bridge into Cinema 4D S26
    2:10 Optimising objects with Zremesher
    3:15 Adding Attractor
    4:02 Sphere into Cloner
    4:20 Simulation Tag - Cloth
    4:40 Removing Gravity from simulation settings
    5:35 Bullet Tags - Rigid Body
    6:50 Simulation Tag - Collider
    6:56 Final Result
    7:35 Extra Tip #1 - Add Vibrate Tag
    8:30 Extra Tip #2 - Add Turbulence
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Комментарии • 34

  • @wilbermolina8863
    @wilbermolina8863 2 года назад +2

    Ready Tutorial studied, mission accomplished, as always great tutorial Stepan, hopefully they fix the import of quixel bridge quickly

    • @StepanHKA
      @StepanHKA  2 года назад +1

      Thank you so much 🙏

  • @jakewyand6765
    @jakewyand6765 2 года назад +3

    Danggg, your quick fix to quixel bridge alone was worth it! Great Video!

    • @StepanHKA
      @StepanHKA  2 года назад +1

      Haha… Thanks a lot))

  • @snake_879
    @snake_879 2 года назад +2

    I haven't watched it yet, but I already know it will be good.

    • @StepanHKA
      @StepanHKA  2 года назад +1

      Hehe thanks 🙌☺️

  • @ducthien244
    @ducthien244 Год назад +2

    Really nice and awesome work. Thanks for sharing 🔥🔥

    • @StepanHKA
      @StepanHKA  Год назад

      Thanks so much for the comment! 🙏

  • @jonathanlavanant
    @jonathanlavanant 2 года назад +1

    Nice tutorial as always ! keep up the good work

  • @Melissa-xs1rx
    @Melissa-xs1rx Год назад +1

    If anyone else is struggling with not getting the attractor to work - Bump up the values a lot. Strength = 5000 and Speed Limit = 1000 cm. This is in R2023 although I also couldn't get it working in R26 unless I changed those values. It's difficult to replicate what's happening in the tutorial but this helped.

    • @StepanHKA
      @StepanHKA  Год назад

      Thanks for the comment.

    • @igdeputra
      @igdeputra Год назад

      i think 50 and 100 is work for me s26

  • @Gutbutton
    @Gutbutton Год назад +1

    This is great stuff, thanks so much for sharing your knowledge! Also, I love the track you used at the start of your video, which service do you use to find music like that?

    • @StepanHKA
      @StepanHKA  Год назад

      Thanks a lot. I appreciate it. I use musicbed.com

  • @MrOmarniaz
    @MrOmarniaz Год назад +1

    Thanks.. Just found your valuable channel & even bought your gumroad projects... Shall we see the change between 26 & R2023 in an upcoming tutorial?

    • @StepanHKA
      @StepanHKA  Год назад +1

      Thanks, this is good question. I want to test this soon I feel like everything still applies but maybe there is a better method

  • @Karina-sp4vn
    @Karina-sp4vn Год назад

    Hi! thanks for the awesome tutorial, I've got a question regarding UVs. After you've remeshed the mega scans objects, how do you get the textures still look correctly? When I tried it, all my textures were totally screwed up.

    • @StepanHKA
      @StepanHKA  Год назад

      Hi Karina, that is great question and I guess I usually break UV too sometimes it's visible a lot and sometimes its ok. I guess more you play with remesh weirder it gets. I try to keep it at 100% Idk if that helps tho

  • @brookeshary
    @brookeshary Год назад +1

    I'm working on another project... I've added a Cloth tag to an editable plane, but when I go to Project Settings the "Simulation" settings tab where gravity should be does not show up. Any insight?

  • @emilyl2419
    @emilyl2419 4 месяца назад

    When I use the spheres and the attractor, the spheres move very, very slowly, and my main object fall straight down. Anyway can I fix this? Your tutorials are amazing btw!

  • @NotTheLarryDavid
    @NotTheLarryDavid Год назад +1

    So this is weird. I've replicated your scene with the exact same values and the cloth simulation doesn't have nearly the same acceleration as yours. Would you mind sharing a file for the cloner with the spheres + attractor? That would help me do some debugging. Anyway, thanks for sharing this amazing tutoria!

    • @StepanHKA
      @StepanHKA  Год назад

      Yeah just send me your e-mail

    • @NotTheLarryDavid
      @NotTheLarryDavid Год назад

      @@StepanHKA Sent you a message on Instagram. Thanks again!

  • @stemfourvisual
    @stemfourvisual Год назад +1

    Hi thanks for this - what about if you want to cache everything? There doesnt seem to be a way to cache rigid bodies and cloth at the same time. If you cache the rigid body first, you lose the affects of the cloth upon the rigid body, you only get the rigid body affecting the cloth, not the other way around. If they are trying to unify the simulation tools, then they need to unify the caching also.

    • @StepanHKA
      @StepanHKA  Год назад +1

      Yes I know it was weird at the time I think with the new cloth system we could do it all over again. I will look at it how it works now

    • @sikliztailbunch
      @sikliztailbunch Год назад

      you cache the bullet first, because it isn´t being affected by softbody anyways. then you bake the softbody afterwards. Quite straightforward

    • @stemfourvisual
      @stemfourvisual Год назад

      @@sikliztailbunch but I’m not working with a bullet, I’m working with different objects, and I obviously do want both to interact, or I wouldn’t have asked ;)

    • @sikliztailbunch
      @sikliztailbunch Год назад

      @@stemfourvisual Bullet is the name of cinema 4ds rigid body dynamics system. That´s why they obviously named the tag folder like that, dimwit XD XD

    • @sikliztailbunch
      @sikliztailbunch Год назад

      @@stemfourvisual XD

  • @sametosman7102
    @sametosman7102 2 года назад +1

    Is this also possible without redshift renderer ?

    • @StepanHKA
      @StepanHKA  2 года назад +1

      For sure! This would be exactly the same only the materials applied later could be standard physical materials or any renderer of your choice.