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Popular Content

Showing content with the highest reputation on 02/12/2021 in all areas

  1. Hi, I'm working with C4D since 2005 as my main 3D package and I absolutely love the software. C4D has always been my favourite tool and I've used it for all of my productions. But I think MAXON is heading in a strange direction with their pricing policy in general and I'd like to find out if other customers share my opinion or if it's just me. Firstly, I'd like to summarize my opinion: C4D is just too expensive compared to other 3D packages and there should be a lower priced indie version of C4D for individuals or smaller studios with a revenue <100k per year. Here's why: If you compare the prices of the most common 3D packages, C4D's price is ridiculously high. Maya Indie: 327,25 € per year 3Ds Max Indie: 327,25 € per year Houdini Indie: 222,15 € per year (or 329,50 € for two years which is equal to 164,75 € per year) Cinema 4D: 724,79 € (compared to Maya and Max: +121%, Compared to Houdini: +226%) Basically C4D is about 121% more expensive than Maya and Max per year and 226% (or 340% if you choose a 2 year Houdini subscription) more expensive than Houdini. And that's the comparison with the most basic version of C4D. If you need redshift for VDB renderings or just the GPU speed, it becomes even more expensive. I don't take Blender's existence into account because it seems a little bit like comparing apples to oranges if you compare a free tool with a paid one. But nevertheless, Blender is actually a GREAT alternative to all other packages and I think it has become a very serious competitor. I personally switched to a combination of Blender and Houdini Indie and I think it's a very powerful toolset. But I have to admit that I'm a little bit broken hearted and a C4D Indie version would make me very happy. So what do you think about the pricing? Am I missing something? What's your opinion about this? I'd really like to hear about it! Cheers, Nicensteiner
    1 point
  2. Hello Artists ACES here ACES there..... Not every Software and Renderer supports ACES and ACEScg yet but I think it will change the Rendering, colorgrading and post workflow. This is a great side to see and learn what colorgrading and ACES is. https://chrisbrejon.com/cg-cinematography/ What are your experience with ACES and ACEScg? Do you start using it? What you think about? best Salvatore
    1 point
  3. You're a lifesafer! I also tested the rolling in another scene just for clarification. And it didn't work, but I'll try both again by adjusting the dynamics in the collision object. Glad I joined the cafe already 🙂
    1 point
  4. Hi! @Nicensteiner Thanks for the correction, but it is still incomplete. 3D Max and Maya in the Indie version are not only limited to a revenue of $ 100,000 a year, but also limited to one man! If you have a micro studio with two people you can't use the Indie version anymore. As for the gaming industry, many Indie games have budgets in excess of $ 100,000. With 3D Max Indie or Maya Indie, you are not allowed to participate in projects that exceed this amount. This is not really a high amount. The lower one applies only to really amateur productions. So if anyone thinks they will be able to work on models for the Indie game, and wants to do it with 3D Max Indie, they will be breaking the license very often. That is why I wrote about the danger of unfair competition. It is better with Houdini Indie, because here you have the option of up to 3 licenses and you are not limited to participation in the project below $ 100,000, only revenue is counted.
    1 point
  5. Welcome to the cafe 🙂 May your learnings here be excellent and rewarding... CBR
    1 point
  6. Tell me what exact functionality you are using, perhaps I can dig up the homemade script from my previous versions. At least until MAXON updates its own.
    1 point
  7. There is a fundamental error in your question and survey. You only refer to a one-man creator. It is enough to have a small studio and four employees, and you need a floating license and the situation becomes completely different. Then the comparison becomes completely different: Maya: € 2,231.77 per year 3Ds Max: € 2,231.77 per year Houdini Core: € 1,685.00 per year Houdini FX: € 4,218.00 per year Cinema 4D: € 724.79 per year (compared to Maya and Max: - 67.5%, compared to Houdini Core: - 57%, compared to Houdini FX: - 82.8%!) Therefore, the price of Cinema for studios is very competitive. Even if you need to buy an X-Particle or other renderer. But of course, maybe for individual artists the price should be special with some limitations. The only thing I fear is that many people do not follow these restrictions. For example, 3D Max Indie allows you to participate only in projects up to $ 100,000, but freelancers with such licenses, although they do not earn such a qut, do 3D work for large large project clients and cause unfair competition.
    1 point
  8. Absolutely agree...just look at my avatar. Unfortunately, I think this will fall on deaf ears. Now, IMHO, indie is another word for hobbyist. If you are a true independent one-person shop generating a revenue with C4D, then the subscription model probably works for you. What you create is for clients and not for yourself. Once the job is completed, your attachment to the work ends when the paycheck comes in. But hobbyists like myself are attached to our work. We want the option to hold onto what we have created without being locked into a yearly subscription cost. For us, it is all about the end-game. At some point, we will stop using the program and everything we have created is now gone as well. That creates a sense of loss that keeps us from going with subscriptions. Many on this forum are not hobbyists and have trouble understanding this point of view. But if an indie version is to be considered, then there has to be some limitations to it. Usually these are render size limitations as that pretty much keeps anyone from doing commercial work with the indie package. As for me, I am good with some limitations on render size in exchange for a lower annual perpetual license cost. As long as it looks good on my monitor, I am good. Not sure if the other packages you quoted have limitations or not with the indie version. The other point I agree with you on is that I too love C4D. It just feels like home. It all makes sense. It has an internal logical consistency in how it is designed. The software does NOT get in the way of creation. That is tough to walk away from but at some point there could be financial situations that force that decision. Honestly, I do fear that day. But...as lofty as your objective is, be prepared for nothing to come of it. Dave
    1 point
  9. Hello Arte! I don't know why i didn't receive a notification for this, bu this is perfect information! Thank you. I will try this!
    1 point
  10. Yep, also incorrect profile information, so you are actually misleading the people you are asking to help you ! R19 doesn't even have the volume builder ! That said, you'd be mad to try and UV a volume builder mesh without remeshing or retopo'ing it first, which I appreciate is often unfeasible in an animation. But regardless, that is too many polys for the UV editor to manageably deal with. And yes, of course, if the points are moving the UV will move with them if that object uses UV mapping - not sure why you wouldn't expect that because with UV mapping each UV poly is intrinsically linked to its modelling equivalent, and goes where it does ! You don't say what this is meant to be, but if it is moving then arguably UV mapping might not be the way to go. If it is liquid does it actually need a UV map ? Have you considered tri-planar mapping at all ? Can none of the standard projections be used to your advantage here ? These are the sort of things that need to be considered, and we need a fair bit more info from you about what this is and how it will be used before we can recommend stuff specifically. CBR
    1 point
  11. I would use standard extrude as source for creating splines...
    1 point
  12. Use shader effector to add some greyscale colors (image/noise/gradient( etc.) and set modify clones to max. This way will be influenced clones by shader.
    1 point
  13. You can do that with a shader effector and the cloner in sort mode. takes a bit of fine tuning separating the colours, probably should have done it by the numbers, that will get trickier with more clones. Deck Clone sort by grayscale.c4d
    1 point
  14. Not sure if I understand what means showing up bitmap in UV editor. It´s mean texture/bitmap from color channel for instance applied on object and viewed in UV Editor? Something different as this? https://www.dropbox.com/s/91qqvxxeh80mq8f/texture_bitmap_view_in_UVEditor.mp4?dl=0
    1 point
  15. I figured it out, there are some animation keys - i think it's something new in mixamo that they now rig the character with some animation to remove them, I choose the layout animation and then removed the keys (the boxes in attached pic in the timeline)
    1 point
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