I've been looking into development with the HTC Vive and Unity lately. Here's the first go. C4D was used to make the context and the animations of the interactive element. I rendered the concept images in VrayForC4D.
MAXON have just published a story on the Jason Bruges Studio - Shard Lights project. I've been working very closely on this project and have been telling Maxon about how we used Cinema 4D to shape this installation.
You can read the story here: MAXON - Shard Lights
This isn't the first story I've worked on with MAXON. You can find some coverage of the Jason Bruges Studio project - Aerial Dynamics which has some interesting uses of C4D too.
You can find that on here: MAXON - Aerial Dynamics
You can find it here (we're at the end):
Shard Lights. A pretty intensive project I worked on last year at Jason Bruges Studio. My role involved designing the content for the days through the Christmas period and the New Year Show, in addition to that I was also doing on site testing and the previz.
You can find footage of the event here:
The content animations were all developed in Cinema 4D using loads of mograph and a selection of custom python effectors. One of the process images is below:
Dichroic Blossom - A Jason Bruges Studio project:
This video shows my Cinema 4D prototype for how the wall might behave. A custom python effector controls a mograph setup to determine the behaviour of the nodes.
This development allows me to transfer the power of the mograph module into a shader. ( Quite different from the mograph colour shader )
Each polygon can be treaded as a clone but runs way faster than cloned geometry. The ploys don't need to be uniform and it also doesn't discriminate between quads and tris. No need for fractures or disconnecting meshes and also works happily with deformers
The shader works by porting mograph matrix values into a shader bitmap. The matrix values can be controlled in any conventional way. The examples I have shown show matrices mapped to the centre of each polygon so as effectors are used, the falloff is matched to the mesh.
The shader plugin is written in c++ and the simple uv remap plugin you see at the start is written in python
Testing some lights out through Cinema 4D for a little side project
Here is my C4DAPT2 challenge submission which shows my C4D python effector for triggering keyframe animations and distorting their lengths.
Download the scene file here:
I'm getting to grips with open frameworks and c++, it's a slow process but there's a whole box of fun to play with. This is some of the first things to emerge from my tinkering.