Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/21/2022 in all areas

  1. I happened to come across this Blender geometry node "product" and I have to say it was quite impressive: So it did get me to thinking: How long has Blender been working on geometry nodes? How does Maxon's development time with C4D geometry nodes compare to Blenders? I know Maxon has been working on it for a few years. Weren't nodes supposed to be the essence of the new core? Are "geometry nodes" still considered a "technology demo" in R26 (isn't that like 5 or 6 releases after we first heard about it?) If C4D geometry nodes are now a full fledge feature, has anyone (outside of Maxon employees) been proficient enough with it to make a commercially available generator of any sort? I must say, this Buildify generator has a very strong "Houdini" vibe going. Now, I have not been keeping up with C4D nodes nor have I been keeping up with Blender but my general sense is that both C4D and Blender nodes appeared around the same time. I could very well be wrong so please correct me, but I am very interested to know how their development times compared. It just "feels" to me that Blender nodes started to be generally discussed after we first heard of C4D nodes but people seem to be adopting Blender nodes quicker and doing more with them judging by the video. I have yet to see a C4D geometry node example as full featured as Buidify. Am I off base to be suggesting that C4D nodes are lagging behind Blender in terms of adoption rates amongst C4D users? If anyone has C4D geometry node example as good as Buildify, please share. I will probably never want to get into nodes (if I am going to learn nodal modelling, I might as well learn Houdini) but I would definitely love to benefit from buying generators built by others that can do cool things like buildings seen here from Blender. Dave
    2 points
  2. I do believe C4D has as much features in Blender in nodes. The main problem is there's no significant audience using C4D nodes. Which means lesser tutorials/community reference. There is a documentation. It does have some info but by and large, it's just theoretical. There is not practical examples. Example of practical examples are in https://www.tokeru.com/cgwiki/?title=Houdini where you can literally just copy and paste the node set-up and use it on a project. It's cheap, yes but it helps in easy integration. Anyway, I still stand by my sentiment on the idea of leaving xPresso to rot. It's already an existing node base system why make another node system when the existing one is already working already well. Even if we have the argument of having a new core, why not make the xpresso easily transferred to the new node system. Like convert this xpresso to new node system. And call it a day. I still explore C4D nodes but not on a production capacity. It's too risky. Not enough references to feel confident to play around and troubleshoot around it. Also, still no attributes in C4D node system. I don't get it. That's the main thing about Houdini nodes from Day 1. Attributes. They already have a reference on other existing software, why not leverage it. Even blender nodes uses attributes. *sigh
    2 points
  3. These things always puzzle me as well. The hierarchy is important of course. But no need for bones. I used the IK chain tag. So in this setup you can't move or rotate the whole thing, never really understood why. Maybe if you delete the tag, reposition, and add it again. You can set chain direction in the tag settings. Some produce weird results. If you want to add the tag again, select the top hinge and bottom hinge and choose Character > Create IK Chain and you're done 🙂 Use the Null it creates to move the door up. EDIT: I had moved the doors to axis center. Reuploaded with doors in (almost) the same place as your original file 😉 PS: for accuracy you might want to redesign your mid hinge a bit and check position of all hinges because right now now the doors move too far up. Bi-fold Window Rig_R18(1).c4d
    2 points
  4. I would go for a similar approach to the sweep above with the offset rectangle but use a loft instead and a cloner to place the splines, this gives an opportunity to animate with effectors or simply just animate the transform tab of the cloner. Offseting the rectangle manually leaves everything parametric. Deck Loft wall fold 01.c4d
    2 points
  5. If you recreate this with a Sweep, make your first spline editable, move the anchor to the bottom left like so: Then rotate in the Sweep settings like so (move both points up at once to rotate equally)
    2 points
  6. Founder of Soza-all was forced to decide how many workstations were needed to meet tight deadlines. Adding more PCs could have helped, but what about the cost? We reviewed the bills and here is what we found. Check it out here: https://bit.ly/3zqvZBD
    1 point
  7. Let's face it folks. If you are holding your breath waiting for Cinema nodes to amount to anything, you are going to die from lack of oxygen.
    1 point
  8. Well, I was able to get the hinges to stay where they should by moving them in the hierarchy. Here is my adjusted version for posterity. Bi-fold Window Rig_R18_VOORN_0001.c4d Thanks again!
    1 point
  9. Brilliant, @Christoph Voorn! Once I figured out what was happening, I was able to place the hinges where they should be, as well as put it all into a new parent/group to move/rotate the whole thing. Thank you for this solution!
    1 point
  10. These are changes I have noticed so far, that I haven't seen in the release notes. I'll update with more if I encounter them. - The Toggle Stowbars command has been moved from the Tab menu to the main menu (under Edit) and has been assigned a default shortcut of Ctrl+Alt+S. I like this, I'll be using this all the time now. I always liked the command, but it was clunky to execute from the Tab menu before. - The Partition SOP has been quietly removed, in favour of the new Groups from Name SOP. I like this change because Partition was pretty unfriendly to use. I wish they named it Groups from Attribute though, since that is more representative of what the tool does. - They went all-out with the new Helix/Spiral SOP. Took them long enough, but glad to see it bundled now, and packed with features. - The Edge Transport SOP has a new alias, "Distance Along Curve". While nice, I wish they updated the SOP to output a normalised distance along the curve, basically a "Mask Along Curve". For now, using the unintuitive method of Resample to output `curveu` remains the easiest way to do that. - They brought back the "Mountain" alias for Attribute Noise, I'm guessing because it was a really popular word. Never really liked the word myself, but it's a nice touch that they did bring it back.
    1 point
  11. Here is the link for the free plants, trees and shrubs. Donate what you want. https://maxtree.org/products/plant-models-vol-60/
    1 point
  12. Like mentioned above, For Each Connected Piece is usually the way to go, but otherwise Blast is the correct way to do it manually. You could also use Split, which is a nicer version of Blast for these things.
    1 point
  13. When you say attribute you are referring to some Houdini construct which I am not acquainted with. In nodes, you can generate lines by using index and topological nodes. Check line topology get/set nodes too. I presume this is what you are after? connect.c4d
    1 point
  14. If the tube has no bends in it then a sweep nurbs would be even easier than the spline wrap nurbs.
    1 point
  15. Thanks BIGAL3D, that is an amazing scene and the Render times are Magic. Thanks again! Jacobite
    1 point
  16. The screenshot looks like you want the model reoriented, rather than "folded". A fold is technically an acute bend, but it looks like you want it flattened out and not bent over on itself. For a speedy fix, I would just remake this simple object as a Spline Wrap, which means modeling it straight (not curved) in the orientation you want it to be (flat). Either convert an edge of the current mesh to a spline (Edge to Spline) for the curve, or draw a new one. If you haven't worked with Spline Wrap, it can be a little tricky to get a handle on at first, but ultimately so much faster to model curvy meshes. And if you have to texture that object, having the base mesh in a straight orientation is a huge time saver, rather than having to unwrap the curved version.
    1 point
  17. Here is a scene to work with. These grass meshes were part of a free plant set. I don't recall the site, but I could find it and post the source. Anyway, pretty simple and renders at a decent speed. I changed the render settings to be Fixed at 2 passes. To kick this up a notch, you can add the Variation shader to randomize the grass colors a bit. The ZIP is too large to post directly, so here's a Dropbox link. Enjoy. https://www.dropbox.com/s/d4xvpqqbv7cutvs/Mograph Grass.zip?dl=0
    1 point
  18. Put your Mesh under a Connect Object and turn OFF "Weld Points". Then Right Click on the Connect and Bake as Alembic... Done! Apologies. The first reply mentions that... 🙂
    1 point
  19. Here is an interesting one. In a nutshell, a linear cloner which respects boundaries of input objects. Generator takes any number of input objects and arranges them on selected axis There are controls for axis, count and spacing Here is a graph The "magic" happens in LCV subgraph 47_Boundary_Clones.c4d
    1 point
×
×
  • Create New...