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!
Post Here Your Plugins
RegionKing for CINEMA 4D:
Promotext:
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.
I did some work on UvToObject. As always, it is available for download in my plugin distribution from my site. Here is my changelog:
[ul]
[li]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.[/li][li]Moved much of the dialog functionality into a tag on the UvToObject object group.[/li][li]This tag also allows to add more objects easily.[/li][li]Added a new command which scales UV islands so that they have equal texel density afterwards. Works with multi selection (and UvToObject objects).[/li][/ul] 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 [i]directorycache[/i] and [i]symbolcache[/i]. For example, the path on windows is something like [i]C:\Users\Username\AppData\Roaming\MAXON\cinema4drXX_something\prefs[/i]. 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.
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.
Many more plugins on the way for Cinema4D and After Effects!
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.
[VIMEO]167911862[/VIMEO]
Chek out more info here
http://mikeudin.net/flash-buffer-v1-0-cinema-4d-object-buffers-manager/
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.
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
Thanks for letting me know. Actually, I have something better already but I am undecided what to do with it …
Hello,
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.
https://storage.googleapis.com/charlierobin-1245.appspot.com/downloads/Small_Far_Away.zip
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:
https://github.com/charlierobin/small-far-away
Feedback/comments always appreciated, good or bad.
Charlie
[vimeo]230565290[/vimeo]
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.
Features
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
http://mikeudin.net/plug-ins/target-4d/
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.
v2.6.1
A bug fix, a feature…
[b]
-
Fix:
[/b]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).
A New Plugin to turn xpresso into a full procedural and mograph system.
Take a look at what you can achieve.
https://www.youtube.com/watch?time_continue=35&v=e7JnYyu7RAA
https://www.youtube.com/watch?time_continue=8&v=wCJgPOsbDqo
https://www.youtube.com/watch?v=j_OKRyYwJSw
https://www.youtube.com/watch?v=Mayjy7Lpg8c&t=4s
CCgen free version
CCgen
CCGEN is a full character creation/GENERATOR solution for designers to easily create, “export-import your character for sculpting in zbrush” and customize stylized or realistic looking character assets IN A familiarINTERFACE for use with CENIMA4D, Maya, Blender, Unreal Engine 4, Unity or any other 3D tools. this tool connects industry leading ideas into one system for 3D character generation, animation, and interactive design.
This is the free version of ccgen so you are limited to most of the features
it comes with a plugin and script the plugin “magic eye fix” credit goes to nitro4d.
CCgen pro V1.1
CCGEN is a full character creator/GENERATOR solution for designers to easily create, and customize stylized or realistic looking character assets IN A familiar INTERFACE for use in CENIMA4D. also it works in Maya, Blender, Unreal Engine 4, Unity or any other 3D tools, but with little limitations. this tool connects industry leading ideas into one system for 3D character generation, animation, and interactive design.
ccgen provides two different base meshes for male and female models. Each model respects the fundamental requisites of a professional mesh. and with hundreds of morph targets you can achieve unlimited characters & with ability to add more morph targets you are unstoppable.
Genitalia are not present.
Optimization for subdivision surfaces.
No triangles.
Edge loops designed for deformation during poses and animation.
The topology permits to model the main features of bodies and faces.
Human readable topology.
Sculpting-friendly topology.
CCgen provides two main classes of humans: Caucasian & Asian
check video for more
1 year free update
Still this is version 1.0.
There is still more to come.
Update Notes
- CCgen Advance Settings: which will increase your Character creation work flow
- Speed Up work flow: This will allow you to use ccgen directly in any of your projects without slowing down your pc.
- A few assets
- Everything optimized for C4DR20
- more textures.
- new characters
- Topology changer “Please don’t go past 3 on all smooths if you are using this in a project”
File Sequence Exporter
Export each frame of a Cinema 4D scene animation to a separate .c4d or .obj file
The file sequence obtained in this way can be used for import in the form of animated geometry into various graphic packages. For example, in After Effects with Element 3D, Stardust, Plexus, Particular, Form, etc.

Gridder
Gridder 1.0.4 is a plugin for Cinema 4D which creates a dynamic grid based on various parameters and presets.
Tested only with R19-21 yet. But should work synonymous with other releases.
Features:
Two grid types (TRTD & VLSI)
Shader based grid density
Switch between mesh and spline output
Adjust grid look with bevel, offset & min cell size
And a break it button
Use bf50 as promocode to get 50 % discount, till 29th Nov.
Hello
Today is my birthday, and I decided to share with you my little tool for C4D - autoLayer. It helps to use layers in Cinema 4D by automatically adding all the children to the same layer as parent. Works as a tag. 5$.
PolyDivider is a Cinema 4D Deformer plugin that makes polygon subdivisions with procedural algorithm designed to produce random geometric patterns based on a rectangle.
The idea came from the type of diagrams called “treemaps”, that takes a rectangle and splits it vertically and then horizontally. The outcome is fed to the loop, again and again, depending on the number of user defined iterations. A seed value and slight alterations of the algorithm produce a variety of results.
Here is some examples of the this technique created by Dimitris Ladopoulos with Houdini:



More info