CINEMA 4D HYPERNURBS WEIGHT

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Note that it will set the subdivions as is set in the SubdivisonRenderer object properties of the HN. Interactively by holding down the “Period” key and dragging your mouse to the right. Sometimes thats a good thing, and sometimes its not. Do you have some suggestion about tutorials that you referred too? In case you need that very high polygon model, have the hypernurbs object itself active and make that editable. If you need the High poly model for other things you can click on the HN object and convert that to a real poly model. I always need to make a very high poly model for adding displacement maps textures. Prev 1 2 3 Next Page 1 of 3.

Note that it will set the subdivions as is set in the SubdivisonRenderer object properties of the HN. You’ve got a lot of spelling mistakes. A cylinder with default subdivision 36 rotation – 1 height , i model it , make child of an hypernurbs, then i try to apply weight Hypernurbs to streight back again some lines, why as resault i get those kind of bumpy lines that i point with red arrow on the picture? How do I prevent this? I really apreciate your work!!!!! Posted August 30, The HN object is doing that for you.

Posted Wsight 23, I am confused withe the following results. One more question, look please at the scene that i attach, a simple arc spline child of an extrude nurbs, how can i give thickness to all polygons? Then when I export as an STL, its all there.

Cinema 4D – tips and trics: C4D – Subdivision Surface Weight

Thanks a lot, ok for point 1, what about 2? Hypernurbs weights rely on you selecting which edges you want to have different weights. Enough play for one day. To get a rounding, subdivision is needed. This website uses Javascript to provide essential functionality.

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All the best Sassi. And if I need to do it again, I do. You have to chose what to weight. A cylinder with default subdivision 36 rotation – 1 heighti model itmake child of an hypernurbs, then i try to apply weight Hypernurbs to streight back again some lines, why as resault i get those kind of bumpy lines that i point with red arrow on the picture?

So all you would have to do it apply the displacment map in C4D and then convert that into the high rez model and export that. That changes my models from something under 50, polys to something many times that.

Most of my models areto 4 mil polys. Hi CreativeRaul, The typical keys for this are the ones as shown in the attached image.

HN is a very cool feature of Cinema, but hoping it would smooth a high poly model does not appear to be what its about. And first I need to find my 10X magnifying glasses. I had to hold down shift. Keep it pressed while dragging the Mousepointer in the viewport. You need to buy some modelling tutorials. The denser the original mesh, the less smoothing you will see.

These kind of bumpy line, sorry i dont know how to call them tecnically speaking, show up as weight hypernurbs result, before apply it no lines.

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Thanks for the reply! Pick any point s edges or polygons on the cube. I hope it works for you comfortably now.

Photography For C4D Artists: I must click right on selection tool? Anywhere, but not on you cube, or you will select more points etc. Which are quads, which I prefer. The shift and Drag to adjust the weight is what I forgot to do. Hi everybody, where can i find the HyperNurbs Weight tool in cinema 4d R13?

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In case you need that very high polygon model, have the hypernurbs object itself cindma and make that editable. The HN object is doing that for you.

Low poly models show the textures in renders, but not for STL output. It always was in tool palet but on my new R13 i can not wright it. How do I prevent this? If you wish to continue the discussion, please create a new thread in the appropriate forum.

Weighted Hyper Nurbs

Whenever I subdivide my HN object, it always goes back to the original shape. Look at the photo below please. You need to select points or edges and then choose Hypernurbs weight from the structure menu.