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    Daniel Seebacher

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Popular Content

Showing content with the highest reputation on 07/21/2021 in all areas

  1. For anyone who enjoys some good back story on tech, and info on key players...Brecht Van Lommel is a name you need to know. Brecht built the original Cycles Renderer for the Blender Foundation. He also worked as a contractor for Otoy in the early design of Octane. Then from 2014-2017 he worked for Solid Angle / Autodesk as developer and tech lead on the Arnold renderer core. (LinkedIn excerpt: "Focused on volume rendering, shading systems, sampling and performance, interactive rendering. Lead development for Arnold 5.0.) Then couple years ago he returned to the Blender Foundation, and is spearheading work on Cycles X. The top people in GPU rendering must be quite a small and elite fraternity, and Brecht is a titan in that group.
    3 points
  2. Hey guys, I'm new to this platform. I'm an industrial designer with 3D software background in Rhino and Solid works. Currently trying to self taught C4D and is open to any suggestions.
    2 points
  3. You will be able to extend it after August 31st with a max end date of Aug 2024. Cheers Dave
    2 points
  4. I wrote their GLTF importer and store content browser plugin for UE4. I like to feel that I contributed to this buy out. 😀
    1 point
  5. Seems like maxon has no plans to include Redshift in C4D natively. They gave up on physical render too so I wonder how long they can keep charging the same insane prices without a decent built in render engine.
    1 point
  6. Quite simple....this decision is NOT made with the customer in mind. Rather, the only ones who benefit from this are the business owners as it creates a guaranteed stream of revenue going into their bank accounts. Subscriptions captures the user base more so than ever before. With perpetual licenses, if you were not happy with the upgrades, etc. you just stop paying for the upgrades and continue to use the software. The developer looses future revenue should the user make the decision to hold fast with what they have. Under a subscription plan, that same decision also takes away the ability to use the software. Regardless of what comes next you must keep paying to just use the software -- even if nothing you care about get's fixed or improved. This is the model every company wants to be in -- especially as a product matures and the technology to stand out amongst your competitors becomes more complex and expensive to develop. Re-occurring revenue streams raises the value of every company and that is why they do it. Remember, new features is NOT a mandate of the subscription license. That is an agreement we imprint on the developers based on history -- but there is nothing legally binding should a new release NOT occur while under subscription. I bring up this (hopefully ludicrous) scenario to make the following point: Where is the incentive to compete on new features released each year when the user base is locked into paying regardless of what the next release provides? We have seen this happen with Max, with Adobe Premiere and to some extent Adobe After Effects as well (based on some of the complaints I have heard) and so there is a precedent. Will this happen with C4D? Not sure....but history is on our side when it comes to justifying our concerns. Dave
    1 point
  7. Why do you use SDS on simple cube? Maybe I would use simple cube with bevel deformer. Very simple and parametric (with very low polycount) X_cross.zip
    1 point
  8. Easy breezy, lemon squeezy 🙂 1. Cut the corner to corners with Line Cut 2. Move central point out a bit. 3. Bevel Deformer, Solid mode 4. SDS. Doesn't matter that we allow triangles on the front there - SDS solves those to quads for us so it's all fine. CBR
    1 point
  9. Ok after having a look it was more complicated that you had mentioned, your using 2D vectors as drivers and have two pose morph objects on a single object. After removing the eye pose morph object and added a new morph to the mouth pose morph object which closed the eye there was no issues. So it looks like you have one pose morph object overriding another. Each pose morph object has a base pose and the morphs refers to that, but you have two Pose morph objects so each time one gets used it resets to the base pose of the other. Solution is to use one single Pose morph object so all morphs can work with each other. Dan
    1 point
  10. Thank you for the clarification, Dave. Grüße nach Heidelberg!
    1 point
  11. Redshift for Blender is not as widely known, because it is still in beta (admittedly it's quite far along, though). So the installer recognizes existing Blender installations, but you can't actively install the plugin with the installer. You need to copy some folders and files manually as described in the Redshift forum Blender thread here. I have mixed feelings about this announcement. At work, we have a C4D+RS subscription, but we also needed extra licenses for Maya and 3DS Max. The fact that our C4D subscription will now include Redshift for all DCC apps makes things easier, as everything can now be handled through our floating C4D licenses. At home, I use Redshift as a hobby, so I am not particularly happy about the change. I appreciate the move to the MyMaxon account, though. I often work on my desktop machine and on my laptop. I move C4D licenses between the two all the time, and it's a breeze with the MyMaxon account. With Redshift, I do this less often, as it requires more (easy enough) steps. Having this more streamlined like Cinema is a nice little QOL improvement. One thing we always don't consider though, is that technically, you cannot own a software. You only get a license for using it, so from a legal POV, perpetual vs. subscription is theoretically only about how long you are permitted to use the software (infinite vs. time limited). I know this doesn't really help, but I find it an interesting thing to remind myself about nonetheless every now and then. What's unclear to me is whether I can still extend my maintenance after August 31st. I know you can extend it all the way up to August 2024 as the very final date, but I don't understand if you have to do this beforehand or if you can still extend maintenance after the switch. I am also worried what all this is going to mean for R25 perpetual in September...
    1 point
  12. Nothing to worry about here - except perhaps that Adobe is thinking "if you can't beat them, join them". Other companies have funded Blender development, and for them it is an easy method to raise some 'free' marketing buzz. Blender will always be open source and the licensing does not allow it to be 'purchased' by a company. Adobe might have been looking for a 3d DCC in the past, but the way I see it is that they are now more interested in providing painting/texturing tools, which fits their product line much better. Acquiring Substance Designer and Painter made/makes business sense for Adobe. The latest Photoshop release seems to be compatible with Substances as well, I have read (I haven't tried this yet). And I've just been testing the new Substances add-on for Blender - it is already pretty brilliant. Seamless and easy to load substances that are easily found anywhere on the web. Image maps are automatically generated at up to 4096px for saving as images (I wish 8192px were possible, though). All PBR material channels are automatically taken care off. Combine this with the Fluent Materializer add-on, and the sky is the limit with very easy mixable high quality materials! And all for free - amazing (well the Fluent Materializer add-on is $35). https://cgthoughts.gumroad.com/l/materializer PS I also noticed that there's a Mixamo Blender add-on to load up Mixamo rigs and animations directly in Blender.
    1 point
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