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| List all objects under your mouse |
If you hold down control (Ctrl) and right-click in a viewport, a contextual menu listing all of the objects under your mouse appears. You can also double right-click.
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| Replace materials without a plugin |
| 1) In the Material Manager
select the material you want to replace
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| Frame active object in all 4 veiwports at once |
| Holding down the Alt-key when clicking O/S/H on your keyboard (O = Frame Active Object; S = Frame Selected Elements; H = Frame Active Scene) will perform the frame action in all views at once (XL 8.5).
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| Caustic tip |
| Checking No Specular on the Details tab for the lights will make for much faster renders.
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| Reduce render times with radiosity |
| - Disable "Generate GI" on
the illumination tab for each material (except materials for sky and
floor, which should have this enabled but strength for the sky should
be reduced to 50%)
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| Switching between projects |
| Go to Window > Layout > Edit Palettes, then assign a key combination to Next Project and Previous Project.
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| Painting BodyPaint alphas |
| The Alpha channel in BodyPaint does not provide real time feedback, so it can be pretty hard to get a visual response on what you're painting. One way to get around this is to paint your alphas in the Transparency channel instead. The Transparency channel is updated in real time time and ehen you're done, just move the layer to the Alpha channel.
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| Better result with Deformers |
| When you use deformers such as Bend, Twist or Bulge in combination with a HyperNURBS object, place the deformer on the same hierarchy level as the actual HN. This will ensure that the deformer affects the subdivided mesh rather then limit itself to the polygonal mesh. The hierarchy should look like this:
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| Find all those triangles |
| Ever wanted to find how many triangles there are in your mesh? Select your mesh, switch to Polygon Mode and then go to Window > Structure Info and there you have it. If you want to highlight all triangles just click on the plus-sign (+).
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| Keep those angles intact |
| Here's a cool tip when working with polygons and Extrude and Extrude Inner: increase the Maximum Angle from default 89° to 90° or above. What's this good for, you ask? Try this: create a cube and make it editable (press "C" on your keyboard) and then switch to polygon mode. Select the Extrude tool (or click "D" on your keyboard) and then extrude the polygons by click-dragging your mouse over the workspace. It will look something like this:
Now Undo the extrusion and click on the Active Tool tab to get the variables available for the extrude tool. See how the Maximum Angle is set to 89°? Change that to 90° and try the Extrude command once again. This time it will look something like this:
This tip also works for Extrude Inner. In the image below I've selected the middle band of polygons and performed the Extrude Inner command:
As you can see the polygons will extrude but not as a continuous band. Change the default Maximum Angle from 89° to 90° and you will get this:
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| Increase the selection area |
| While using the Live Selection Tool, holding down the left mouse button and spinning the mouse wheel will increase the circle-selection area.
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| Key Combinations, SLA Noise Chart and Refraction Index |
All three available from www.sean-paul.com as PDF.
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| Set up default scene |
| If you are fed up of setting up your render settings, snap settings, grid settings, magnet settings, lights, objects, etc. every time you open a new scene then set up everything the way you want it to be and save the scene as new.c4d in the root directory where Cinema 4D is installed. Now everytime you open a new scene you will immediately have the settings you require as the file new.c4d will act as default scene.
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| Constrain movement |
To move an object in two directions but constrain the third, e.g. to move in the X and Z axis but not the Y, simply hold down Shift and move the Y axis.
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| Display as wireframe |
For a better way to display your model as wireframe, select all the edges, right click and choose Break Phong Shading. Now enable the Cel Render in effects (render settings) and check colour and illumination. To reverse, just right click and select Unbreak Phong Shading.
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| How to reduce poly count by using the Bridge Tool |
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1: Shows an example mesh. Don't forget to optimize the mesh afterwards because there will be left over points.
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| Cut holes with the Bridge Tool |
Here's how to use the Bridge Tool to cut holes in geometry: 1. A cube with two polygons slightly
inner extruded
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| Add thickness to objects |
Here's a quick way to add thickness to polygon objects without using plugins such as MakeThicker: 1. Add an ExplosionFX
and make it a child of the object you want to make thicker
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| Increase the selection area |
| While using the Live Selection Tool, holding down the left mouse button and spinning the mouse wheel will increase the circle-selection area.
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| Key Combinations, SLA Noise Chart and Refraction Index |
| All three available from www.sean-paul.com as PDF.
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| Anti-aliasing: Geometry or Best? |
Geometry anti-aliasing, as its name suggest, only smooth out the edges of object (16x16 oversampling). The ray-traced surfaces of the scene (reflections, transparencies and alpha) are not anti-aliased. Best anti-aliasing smooths out all surfaces. If Geometry AA produces good results for the other elements of your scene it's not necessary to use a full Best AA as it will increase the rendering time dramatically. Instead use Best AA only for ray-traced surfaces (a reflective floor, a transparent curtain or an alpha mapped plane). To do this set the Best AA sampling to Min1x1/Max1x1 (this is exactly the same as Geometry AA) and place a "force anti-aliasing" compositing tag on your floor object (Min2x2/Max4x4 should be enough). Cinema 4D will then use stronger AA for the floor only.
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| Postproduction: Sharpen images in Photoshop |
Here's a nice trick to sharpen images in Photoshop: Duplicate your image layer and run the High Pass filter on it with a rather low setting (around 1-1,5) and then set the Layer Mode to Overlay. You might want to lower the Opacity to around 50%.
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| R9: Paint with the Vertex Map Shader |
Eric "Audity" Smith has a great tip about painting with R9's Vertex Map Shader right here!
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| R9: Add thickness with Clothilde |
1. Take a polygon object and place
it under a Cloth Nurbs object.
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| R9: Change the Size of the Brush |
To change the size of the Brush, left-click, hold, and turn the central wheel of your mouse.
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| R9: Add thickness using the Extrude Command |
Extrude and check Create Caps in the Attribute Manager.
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| R9: Bridge Tool |
| When using the Bridge tool, the manual says you should press Esc to free the tool from creating a sequence in points mode. Just give an extra click anywhere (but not where the next line for poly creation could be! may be on the same spot) and you obtain the same result.
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| R9: Quick-Hide the Axis |
Press Alt+D to hide the arrows/axis indicating the X, Y and Z directions in the viewport.
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| R9: Hide the Rotation Bands |
To revert to the R8 style of rotating gizmo, go to Viewport > Edit > Configure (or Configure All) and uncheck Rotation Bands.
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| R9: Enter equations for input values |
You can enter equations for input values. For instance; If you needed to make a cut 3/4(in., feet, etc.)in from the edge of a cube that is (4.35), you can enter: 4.35-(3/4) an it will return a value for the equation. Very handy!
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| Lots of useful features! |
Björn "BM8509" Marl has compiled a page with lots of useful tips and tricks. Go check it out!
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