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  11 November 2014
Thanks you Michael.
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  11 November 2014
Ice Machine

Ice Machine let you create ice cubes and ice shards in seconds! Over 1,000 variations out of the box. The package consists of 3 rigs: Ice CUBE Machine, Ice SHARD Machine and Ice MACHINE. If you’ve ever needed ice cubes or shards for drink shots, or needed to ice up a logo or object quickly and easily, this rig is for you.
  11 November 2014

Spritz! lets you add condensation to your bottles, cans, glasses and other objects. Have you ever spent an inordinate amount of time trying to create this effect? Pulled an all-nighter? Had a client breathing down your neck while you fooled around with displacement maps and went hunting for tutorials? No longer!
  02 February 2015
RegionKing for CINEMA 4D:


RegionKing is a new Tool for CINEMA 4D which helps a lot for setting up scenes for rendering. In many situations it is very time-consuming to setup lights and textures/shaders and find the right rendersettings. You need to do a lot of preview rendering and wait to see results. Also it is difficult to compare the results and rendertimes and revert your Scene to the best version. RegionKing provides you with a workflow that makes this all easy and fast.
Cinema 4D Studio MSA, Zbrush, CS6, 3DCoat, Moi
Twitter: @holgerbiebrach

  02 February 2015
Light String 1.0

A C4D rig that allows you to add a string of lights to your scene.
Attached Images
File Type: jpg light-string-featured-H.jpg (44.6 KB, 15 views)
  02 February 2015
UvToObject Update

I did some work on UvToObject. As always, it is available for download in my plugin distribution from my site. Here is my changelog:

  • Added sort of a documentation. It can be found in the UvToObject folder. The UvtoObject command dialog also got a help button which will open it in the default browser.
  • Moved much of the dialog functionality into a tag on the UvToObject object group.
  • This tag also allows to add more objects easily.
  • Added a new command which scales UV islands so that they have equal texel density afterwards. Works with multi selection (and UvToObject objects).
I just found a little complication which is the result of (re)writing the changed parts in python.

If it does not load correctly, which will happen when you used the previous version, you have to navigate to your preferences directory on your storage device and delete the files directorycache and symbolcache. For example, the path on windows is something like C:\Users\Username\AppData\Roaming\MAXON\cinema4drX X_something\prefs. Easiest way to find this is by going to the preferences dialog in cinema where it is displayed at the bottom. Sorry about that but Cinema does not like it when a python file (in which most of the gui stuff is now written) appears next to a c++ plugin.
  06 June 2015
Knotty Pixel SOUNDWAVE Plugin Released

Knotty Pixel is proud to announce SOUNDWAVE for Cinema4D R15 and R16.

SOUNDWAVE is a spline generator that uses the audio samples of a .wav file to generate a spline. Many options are available including preview with audio, looping, rendering of sound, channel support, frequency isolation ( ceiling and floor ) and a multitude of scaling and attenuation functions.

SOUNDWAVE Product Page

Example Projects

Demo Plugin

Many more plugins on the way for Cinema4D and After Effects!
  05 May 2016
Flash Buffer

Flash Buffer. Interface

Flash Buffer for Cinema 4D is a plugin that helps you to create Object Buffer passes when you need to prepare scene for rendering. With this plugin you can also quickly and easily assign the available passes, delete unnecessary or select objects to which it are assigned. Rename function will help specify the names of the results of rendering passes, as well as convenient to distribute all the sequences on the subdirectories.

Chek out more info here
  10 October 2016
After another long period of not doing anything I have a update for my plugins. As usual, you can find them on my site following the link in my sig.

* UvToObject now syncs selections,
* the starfield shader got anti-alias filtering implemented,
* and ThingsOnSurface got a random rotation setting.

I had to change some things breaking backward compatibility for these shaders. Therefore old scenes will need some adjustment.

Starfield shader suffers from discontinuities at the borders of the texture area. Eventually, I will try a remedy by calculating the shader output from 3D ray directions without going to texture space.

To be honest, I didn't test this stuff terribly much. Feel free to report issues.
  10 October 2016
Originally Posted by MWelter: To be honest, I didn't test this stuff terribly much. Feel free to report issues.

Hi Michael, Thank you for the Update. Transfor Tools is not working with R18. Is there any chance you can fix it and make it also work with Snapping?

greetings, Holger
Cinema 4D Studio MSA, Zbrush, CS6, 3DCoat, Moi
Twitter: @holgerbiebrach

  10 October 2016
Thanks for letting me know. Actually, I have something better already but I am undecided what to do with it ...
  06 June 2017
Level of detail plug-ins


I wrote these for myself a few years ago (starting with a very basic COFFEE version that just swapped sub-objects in/out ... they've slowly evolved into this little bunch of Cinema 4D Python plug-ins you see before you here.

I always meant to release them out into the wild but they were always in such a buggy half-done state, and it never happened. Anyway, finally I got around to updating them, and before I forget all about them again, here they are. I only really ever wrote them for my own use, so I'm not sure if anybody else will find them in the slightest bit useful, but what the heck.

Even if they are in fact utterly useless, perhaps somebody looking at them will be inspired to do something better.

Source code is on Github if you just want to look:

Feedback/comments always appreciated, good or bad.

  09 September 2017

Target 4D is a Cinema 4D R14 and higher plug-in designed to move or copy selected objects onto the geometry surface of other scene objects. This tool is absolutely suitable for interior and exterior architectural use and will save you a lot of time.


Place or copy objects onto any surface.
Quickly switch between active objects using hot keys.
Use advanced copy modes: random, along the line, on the grid.
Interactive interface for quickly changing the brush size and grid shape.
Use Bounding Box option to detect the dimensions of the geometry and place object correctly.
Snapping. Quickly place objects to the center of the polygon, faces or vertices.
Flexible settings help you cope with various situations: inversion of normals, selected polygons, etc.

Fast and easy
Just click on the surface and the plug-in will move or copy the object to the right place!

New awesome tool
Now the daily work ceases to be routine! Target 4D will save you from having to accurately adjust objects to each other constantly switching between different views and projections.

Advanced copy capabilities
Create multiple copies on the surface in a few clicks!
Single copy for multiple active objects.
Copy to grid with random transformation

Check out more info here

Last edited by mikeudin : 09 September 2017 at 08:19 PM. Reason: typos
  02 February 2018
The Riptide Pro plugin has been updated to v2.6.1 and is now available in the downloads section of my site.

Riptide Pro is the premier Wavefront .obj (as well as .mdd file) Import/Export plugin for Cinema 4D with many advanced options and user-defined Presets.  See the Riptide Pro Product Page for details.

A bug fix, a feature...

- Fix:
Fixed a bug (likely introduced in v2.6) in the import vertex buffer size(s) - this bug may have been hidden on some platforms/C4D versions and/or with some .obj files (files with >4 sided nGons), but might have been very prominent with the Mac build (and/or files with only triangles and quads), for example.

- New Feature:
A customer brought to my attention a 3d-mapping program called "Altizure". Pretty neat program, but it's output (Levels Of Detail (LOD) made up of many, many .obj/.mtl/.jpg files) have a particular problem - ALL of the output files reference the SAME material name ("obj_0"). The lowest level of detail (LOD0) is just a single set of .obj/.mtl/.jpg files - no problem there. The next level up (LOD1) has 4 sets of those files, so 4 separate materials, using 4 separate textures, but ALL named "obj_0".  The highest level of detail (LOD5) has 32x32 (~1024) sets of those files that make up the scene, so you end up with ~1024 materials, using as many different textures, but ALL named "obj_0". The default import options would create a single material and keep replacing the texture in that material with each file imported, so that only the final mesh loaded would have the correct texture...

Riptide Pro does already provide an option to force new materials to be created ("Always Create New Materials" on the Materials tab), so everything loads fine, but you would still end up with a scene full of same-named materials (which might still be fine, but would definitely screw up any attempt at re-exporting...). This situation would be a nightmare to resolve by hand, so we (finally) get to the new feature...

When "Always Create New Materials" is enabled, Riptide Pro will now generate unique material names in the scene, along with fixing up all the Texture and related Selection tags on the meshes - yay

....this is (as usual) a free update for all licensed users and a 30-day free trial is available for everyone else (just enter DEMO as a license key).
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