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Popular Content

Showing content with the highest reputation on 07/16/2021 in all areas

  1. We have a project that involves building approx. 15 models of products like plastic bags and similar items. The geometry will need to be clean and compatible with smoothing modifiers. Our render engine is Redshift. Remote work is fine as long as you are self-motivated and able to work to deadlines. We have another project that involves creating 4-5 nearly-still scenes (from 3D stock models) for camera perspective animation. Little or no character work is envisioned. Reply or send me a dm. About Us: We are a specialist product animation and visualization studio located in the southeastern US (a few hours from Atlanta). There is room for future work – we often contract out general animation, texturing, as well as some particles / flows (X-Particles if appropriate). The projects or parts of projects range in size from a day to several weeks or more. We work closely with our freelancers, are very accessible to answer project questions, and meet as needed through VOIP and video calls.
    1 point
  2. ah, i did not think of that.... if you just add a pole, you can tweak the position of the pole vector so there's no visible stretch or squash. fold_02.c4d
    1 point
  3. an e-gpu won't help you if you wanna run nvidia cards on a mac with an OS greater than high sierra. Nvidia stopped driver development after that for OSX. redshift and octane can both run now on AMD cards, but only on latest gen ones, and big sur. arnold should run with your current setup as is, but only in cpu mode. i recommend trying out corona, which is one of my favourite renderers out there. it's cpu, but freakishly fast for a cpu renderer. it has the best c4d integration of all the 3rd party renderers, all c4d native shaders work with it and it looks gorgeous out of the box. another option is to get a new mac 😛 ... i'm waiting on the new mbp 16" with M1x/M2 chips coming out, so i can run redshift again.
    1 point
  4. I found that, but that only shows the axis. I'm talking about moving an object in world coordinates instead of local. Never mind...I found it. One of those situations where it was right in front of me but I couldn't see it. The button had been moved over a few notches from version 23.
    1 point
  5. It was a failing hard drive that contained all of my plugins.
    1 point
  6. I have rebuilt Valkaari's HOT4D plugin for R20 through to S24 on both OSX and Windows. All the plugins and installers are correctly notarized with Apple so there will be no installation issues on OSX. This is not a free plugin. I have to cover my costs. Visit here for more details: https://www.plugins4d.com/Product/Hot4D Should also work on the new Apple M1 chips in S24. I haven't tested since I do not own one. All of Bob Walmsley's videos appear to map well to this new version. You can see all his videos on my website as well. Here are two examples of scenes created with the R16 version of this plugin.
    1 point
  7. If you split it like that then i have to say that neither group has it right. Xpresso and Scene Nodes are two different tools with different purposes, one can't replace the other. Xpresso is easier to use (UI/UX issues aside) since its scope is smaller and it avoids most of the complexity involved since that part is left to the object manager and the (old) scene graph it creates. Scene Nodes are way more complex than Xpresso because they replace what the Object Manager does, they create the (new) scene graph. At this point in development the Scene Manager is just starting to try to enable users to work with the new scene graph on a level that is similar to the Object Manager. The Scene Nodes represent something the users never had direct acces to before, only serious plugin developers faced similar complexity when creating own objects. It is no surprise that not every user is comfortable with this and it is really important to understand that noone expects that every, or even a majority, of users will ever be comfortable working based on Scene Nodes. The current situation is just an artifact of the need to build up a new system from the bottom up and the decission to make this available to users early (Tech Demo). The alternative would have been for Maxon to keep this development under wraps for several more versions until the Scene Manager is in a state to replace the OM, but that would also mean that we at Maxon would not get very valuable feedback from users, something that is of high importance given the nature of these changes. So please everyone, give us feedback, but keep in mind that Scene Nodes are not the final main interface for everyday use by most users. As for the future of Xpresso, i see the need for something very much like Xpresso, but based on Scene Nodes, once the Scene Manager reaches a certain degree of maturity. We might as well call it XPresso 2.0, but it would have to be something completely new that mainly has the purpose in common with old Xpresso. A lot depends on the experience we gain from current development and the feedback we get on it.
    1 point
  8. Thanks Srek for the explanation, But I think the discussion is about something different. It looks like there are two groups that just are not able to really understand each other, as most of the arguments where exchanged multible times in this thread. - One Group tries to enplane, what scene nodes are, and that they are superior to xpresso and therefor xpresso will get obsolete. - and the other group states that it likes xpresso for ist easy usability and because it is a tool that makes skripting accessible to non coders. And that a more powerfull tool might be of absolutely no use for them if is to complex for them to learn. What I read out of the discussion is, that every one now has accepted, that scene nodes is technically something different then xpresso, that it is much more powerfull and that it can reproduce everything that xpresso can do. But what I don't really can read from this discussion is a real concept to make these complex scene nodes as accessible as xpresso or even better accessible. I read That it all is just a UI thing (It will not be as easy as that) or that node groups can be produced as new asset (which is really cool, but doesn't help when you have to find it between ten thousand other nodes, that form every function of a already quite complex program). I from my standpoint I think that it is highly advisable for the technical side to try to understand the fears of some of the users here and use this understanding to form something better but at least as easy to use as xpresso. I assume that there are already some thoughts about that, but I think, that the most powerfull tool is of no use if you can not utilize it and as sceene nodes is as complicated as the whole of C4D, as we know it, Maxon needs to put as much brain into the usability as they did with the whole UI that we have right now. Otherwise it is not much more then a API. best regards, Jops
    1 point
  9. What you can also do, which is the standard way game engines solve this issue for foliage: get this Plug-In http://frostsoft.blogspot.com/2012/01/vertex-normal-tool-plugin_80.html Make the Vertex normals of the leaves spherical This should give you the exact result you're looking for, even without Cel-Shader. Result looks something like this:
    1 point
  10. From the album: Matches' Makes

    This was made with C4D and Zbrush, rendered out with Arnold, and finished in Photoshop
    1 point
  11. From the album: Matches' Makes

    An image made with C4D, Zbrush, and photoshop. Based on a design by my brother.
    1 point
  12. From the album: Renders

    Cinema 4D S22 version with Physical render mode, completely made everything my own (apart from the logos and the cranes in the back). Some textures are my own most of it are PRB royalty free textures. Edited post in Photoshop
    1 point
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