You have it wrong... 3 Light setup is for photos in a studio. You do not have that outside.
On this planet, at least, we have one Sun.
And the light it casts bounces all over the place illuminating a bit the surroundings. This is called ambient light.
If you have an old rendering program, you can fake in a primitive way this bounced light using a light on ...
I've been having a lot of difficulty finding documentation on this myself, so wanted to share the results of my experiments. I would rate my C4D skills as maybe a 4 out of 10, and I've been fumbling in the dark when it comes to bringing 3D models into PPT, so this information may not be 100% accurate.
I've gotten the best results exporting to .FBX, with all ...
First, COLLADA is a terrible format for 3D model interchange. Yes, I know this is what it was designed for, but I have almost never gotten two unrelated programs to agree on every detail about how to interpret a given COLLADA model. There's always something screwed up after the transfer. Sometimes it's something small enough that you can clean it up and move ...
create 2 tubes and cut anything you want to cut from the second tube
select both tubes > rmb > connect obejcts and delete
select common edges
rmb > stitch and sew
while holding CTRL drag from one point to another
do the same on another side
select some polygons and hide them to see "the wall" between tubes
delete the wall
One way to achieve your desired effect is to use a matrix object.
The matrix acts like a cloner but instead of containing cloned geometry, it only contains the positions, scales, and rotations (matrices) of the clones.
You can apply your twist to the matrix object, and then use the matrix to drive a cloner in object mode. The cloner will place the clones ...
It seems the best workflow is as mentioned by Billy Kerr in comments:
Export from Cinema 4D to one of Paint 3D supported formats (3MF, FBX, STL, PLY, OBJ, and GLB) and make any adjustments in Paint 3D (probably materials and light), then export again to Powerpoint as 3MF, OBJ, FBX, PLY, STL or GLB. Check which format produces less issues.
More info here.
I don't think this will work, for several reasons.
You need to be on High Sierra to use CUDA. There is no support in any later macOS
eGPU support for MacBooks is centred around the AMD suite, basically the RXes.
You're trying to do workstation-grade output on a laptop.
EveryMac - eGPU guide
Cinema 4D will definitely give you the result you're after.
You can make your geometric shape the way joojaa suggested. A sphere set to Type: Icosahedron and Segments set to <10 will work similarly to a platonic shape. Make the object Editable, then randomly select vertices all around the object, and either move them one by one, or select multiple ...
You can render to Illustrator (.ai as vectors) if you have the Sketch and Toon plugin. But I think it will not be easy to achieve the glossy look you showed in the rendering. There are quite some tutorials on the web how to set up S&T for this. One example would be: https://vimeo.com/143470220
In a polygonal 3D software like Blender or C4D, the core idea is quite simple, you just have to create some vertices and connect some of them. Then just move some around.
I.E. in Blender, from the start cube, enter edit mode, select all with A, merge at the center (AltM) to get a single vertex. Then use E to extude a vertex (and create an edge between), ...
You should never, ever, render out any lossy compressed file out of a 3d package. Always render a sequence of images and collate that to your final use. So do not use AVI, MP4 or MOV. The reason for this is simple:
If you ever need to cancel or restart the job you can do so with individual frames easily.
If the rendering crashes, you've just lost all of ...
A literal and correct answer to your question is, "No. C4D render effects are inherently whole-scene," but since there are a bunch of alternative methods that will work, what we're actually dealing with here is an instance of the XY problem. Rather than tell us how you want the problem solved, tell us what the problem is and what "success" looks like, so we ...
I think what you're asking for is a brushed metal shader or material - not a texture. Textures have a specific meaning (usually a raster image of a real-world texture) in most CAD programs. Here's a little more explanation of that:
I've worked in many ...
@Pichi Wuana, I'm not sure which direction you're asking for a curve in, but just in case... I made a spline extrude to get a curve at the inner corner, and did a filleted cap on the upper cap to get a smoothly curved edge at the counter's upper edge... looks like this:
As you can see, you can control the number of steps in the fillet curve with the step ...
Let's put it this way:
Three point lighting is used as the underlying basis for lighting designs in the studio for portraiture, and for table-top product shots, and in larger cove-type studios for shooting highly composed and controlled vehicle ads.
In a three point setup you have:
1) a key light - the main casting light whose primary job is to illuminate ...
Most 3D renders are raster images.
Image Trace is about the only option other than manually redrawing it.
You can try to render the image as large as possible. Larger images allow Image Trace in Illustrator to better see small details and changes.
Ultimately, for quality, the only sure-fire method is to redraw it in Illustrator unless you know of a 3D ...
My guess is that your animation is too fast or the scale is off a bit.
Try to increase the "steps per frame" under the project settings>Dynamics>Expert tab. That should allow for more accurate dynamics calculations. This will also lower the viewer fps as it requires more compute cycles.
Can't say for sure, of course, but it looks to me like it was most likely produced in a 3D DCC tool, and yes C4D would work.
The three linear or curvilinear "brushstrokes" look like simple box modeled meshes, which were then distorted through a curve (mograph I'm sure) and each has a shader / texture applied which is the brush stroke, created in either PS ...
This is (without seeing an image) probably because specular highlights (light reflecting off the surface) are obscuring the textures. Your placing of the higher powered single light source might be overcoming this specularity from a larger light that's tangential to the camera/surface relationships when the textures "disappear".
In sketchup set the scene or angle you want to view it.
Then Click view > animation > add scene
As soon as u click a tab of scene 1 is shown. You can add as many scene needed
If u have many scene for example 3 scene and you want to go to 2 scene just click on it and it will rotate and show particular scene