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Showing content with the highest reputation on 11/18/2022 in all areas

  1. For EmberGen (and our Suite) we'll be doing 30% off indie permanent licenses on November 18 - the 28th using the code "BLACKFRIDAY". https://jangafx.com/software/embergen and https://jangafx.com/software/pricing
    3 points
  2. yeah I wasn't thinking it through properly. I screwed around with a triangle polygon and threw it in 3 different matrix objects with different effectors and linear fields. I spent about 10 min on it.
    2 points
  3. ChemLoader is a free plugin intended to parse a chemical molecule definition file then create all necessary objects to display and render the molecule. Out of the box it creates objects like the bacitracin molecule shown below. The model is fully procedural and can be modified with numerous settings at any time. A full and detailed manual is included. For more details and to download a copy please see the plugin's page on my site. Steve
    1 point
  4. it works like a charm indeed! thank you
    1 point
  5. Most of the magazines I work for cannot afford Adobe for the office anymore and to be honest, many of them were cheap before the pricing structures changed and one has been using a 15 year old version of Quark Xpress! (It's a nightmare.) They still make some money and that is mostly because they are highly specialized. One is distributed at classical concerts. opera and ballets so it's a captive audience waiting for a show to start another is a gay magazine telling of all the stuff going on in that community in my province and it's left out everywhere for tourists. So magazine still are useful, but I think for niche markets. The book feature in Publisher V2 might get some of my clients to switch to Affinity.
    1 point
  6. You're sort of thinking along the right lines, but implementation could be better. Rather than adding tons of segments to your base cube (you need them on Y to be able to twist), use very minimal segments on X and Z, and an elongated cubic form (one of the directions other than Y), so more rectangular. Then you can use L3 Subdivision Surface to round that out into your final cylindrical form like below... You can see the shape I started from on the right there - note lack of segments on X and Z, which is what allows SDS to round it so nicely. The more rectangular the 'cube' is the more 'cork-screwy' the twisted horn will be. Other than that it's exactly the same deformers as you used, but with 1260 odd degrees of twist. If you want the base properly cylindrical, when you are happy with your deformers you can Current State to Object the low res base mesh, delete the bottom and top polygons, and then add 2 loop cuts into your twisted mesh which will give you enough (8) points to conform to a circle, either with Points to Circle script (if you have HB Modelling bundle or one of the similar free scripts out there) or you can just load an 8 sided n-side spline and manually conform / snap the points to that to achieve a perfect circle. You will still need the SDS to make that so, which is why we CStO the base mesh and not the SDS result. CBR
    1 point
  7. I'm not sure if the vertex intensity can drive the density of scattered instances... I remember asking if that was possible but don't remember the answer.
    1 point
  8. Usually you will shoot a printed grid of some kind with the same camera/lens that shot the video. Or find a clip someone else shot with the same camera. Then go through the steps to create a profile. This is mostly useful for when you use the Camera Calibration and Motion Tracking tools in C4D. Maybe these videos will help you.
    1 point
  9. Yes, they plan to porting the legacy C4D shaders as native redshift shaders (i.e. not only available to C4D but to all DCC). I proposed to them to implement already the C4D shaders as temp solution so we can already use them while waiting for the native one. It shouldn't be that hard since the code is there. But nope. Probably take 5, 10, 20 years from now? lol At this point, it is really senseless to think that C4D gets an advantage in redshift because it is acquired by Maxon. Arnold, Octane and even Cycles4D gets more or less a better integration than the supposed to be "native" Redshift. Octane won't adapt to the native nodes editor because Maxon took a long time to provide the API that they already made their own updated nodes editor. And to think that, ONLY C4D where you have renderers implement their own node editor. It's a mess. It does not happen in Maya, Blender, 3DS Max, Houdini etc.
    1 point
  10. As far as i Know the only thing that is missing in the Node Material is baking c4d Shader. I used it for my last project without any Problems.
    1 point
  11. https://c4dcenter.com/portfolio/snowgen/ (bit pricy but it's a plugin) https://nitro4d.com/product/magic-snow-2/ (not sure if this one works anymore) Here's probably a good way to do it. The key will be the material. He also has a tutorial on how to make the material in Octane:
    1 point
  12. I think those hair detail is what makes this disgusting for me
    1 point
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