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Popular Content

Showing content with the highest reputation on 07/28/2021 in all areas

  1. You don't need a rectangle selection tool, you can draw a box with 5 clicks of the polygon selection tool. You don't need a cylinder primitive, you can set a cone to be the same shape. You don't need a tube primitive, you can set a torus to do the same thing. You don't need a 'look at camera' tag, you can set up target or constraint tags. You don't need antialiasing, you can render larger then scale the image down. You don't need polygon or edge mode, you can do the exact same thing with a few more clicks in point mode. We don't need any of this, but if you moved to a new 3D app and you were missing something as fundamental as scaling a cube primitive from one side, you'd probably be pretty surprised they hadn't figured that out after a few decades too.
    3 points
  2. I am C4D fanboy so no criticism should be taken personally, it's because I love the software and don't want to learn all the blender shortcuts anytime soon is why I am talking 'passionately'. There are two sections I expect every year but probably will be neglected for awhile: 1. Character workflows including - Xref update that actually work how you expect without going through entire myth of buttons and checkboxes to make it just stable enough that it wont corrupt your animators work when he accidentally does something. Just copy maya at this point. Also animation layers that work without being absolutely destructive like Motion systems is. And then some rigging stuff would help, for example IK chain templates could be cool, where you don't have to make your own systems and all the most popular IK chain setups would lay inside the one tag. Mechanical IK, Normal IK, Spine IK. Wings, quadruped, etc etc. 2. PBR Shader that would work as an default shader and would display in the viewport how it suppose to look. Entire world moved to the PBR and the Reflectance system is just not being used anywhere else outside of C4D and their own render engine, even Redshift doesn't display standard shaders properly...
    3 points
  3. I have been using C4D now for ~22 years. I'm a generalist, I do architecture, product visuals, titles, mograph stuff, landscapes, pretty much everything except character animation. I have wanted this thousands, if not tens of thousands of times. Ultimately we're talking about the fundamental ability to scale an object from one side without having to dick about with a dozen multi-step workarounds. This is one of those abilities which you can get around, nobody is crying because they can't do it, but at the same time it is such a fundamental request that it is mindblowing that it is still missing. Pretend c4d didnt have the extrude object, and that to extrude any object in a straight line, you had to use a sweep, then sweep it along a straight line spline. Now throw in the fact that c4d has no straight line spline primitive and that you'll also need to work around that omission. Think back to every extrude youve ever done, every bit of text, every logo, every cog, and imagine you had to jump through those hoops. Its a bit like that. Easy to work around, but staggering that we're still here, unable to pivot cube from the corner.
    2 points
  4. Actually I kinda agree with OP. Yes of course you can model that scene in c4d, but lets be honest, c4d's primitive creation tools are utterly prehistoric, they're almost completely untouched since before the millennium. Despite decades of asking we still can't so much as move the axis of a cube to the side.
    2 points
  5. Since this topic is about expectations, for better or for worse this is my guess: As Redshift has moved to subscription and is owned by Maxon, R25 will reflect this company-wide decision and be proposed as a benefit: "Get Your Render Engine of Choice and Favorite DCC, Better Integrated than Ever, for One Low (but higher than you'd like) Price." Maybe one or two more last calls for upgrades, but more officially stated that its generally ending if not over. Better integration with redshift will be sold as a major new feature for sure, so it will be treated like a native renderer now with better workflows integrated so that it doesn't feel 3rd party at all. THEN... a whizbang feature or two that you never knew you even wanted and certainly don't remember asking for. And then some usual "wasn't this a $25 plugin???" crap thrown in that will make everyone sweat as to whether or not they have had enough this year and just give up already... that's my guess.
    2 points
  6. That may be true for some users (me included) but the principal / rule you infer from that is incorrect. For example S24 (on PC) almost never crashes on me these days, so I would judge it much more reliable than the previous version, yet it is the latest. However I don't really use takes, so haven't had cause to find this problem myself. In other respects S24 seems very stable. CBR
    1 point
  7. With every question like this you need to upload your scene file so we can see all your settings, and not have to recreate the entire thing ourselves first before we can begin diagnosing the problem ! CBR
    1 point
  8. Maybe Blender add-ons (or just this special add-on) currently sell better, which allows the developers to invest more time in them, which makes the add-on even more attractive, which sells more units, which allows the developers to offer free upgrades, etc etc. To cover even one month of developer time (one developer), you need to sell 200 units of a 25$ plugin (and after taxes, fees, and expenses, not all that much $ is left).
    1 point
  9. @ShynnSup The Drop It plugin might be useful too: https://www.alphapixel.net/drop-to-floor/
    1 point
  10. 2 things: 1. A smarter Texture Manager. 2. Forced moving of texture files when copy-pasting from another scene. Could already been implemented in newer versions, since I am using r18 or 19 currently. But we will eventually upgrade. 1. So, when I need to transfer a file, I save with assets. Even though all of the entries in the Texture Manager indicate green check marks, I often still get warnings during the "save with assets" phase about "can't find filepath/texture" and I then manually tell it where to look. If I tell it to find a texture in 'networkpath/texturelib/metal', for example, it only looks for that one texture. If there is another texture it can't find in the same place, it will spit up the warning and I have to point to the same dir. Would be nice if it would find all missing textures within a single specific location instead of asking for the same location multiple times. 2. When I copy and paste an object with textures from one file to another, C4D should ask if I want to put copies of the textures to the local tex folder. This would save so much wasted time. We do ArchVis, so quite often we copy objects and materials between files. This is not a problem when working with centralized texture library because the texture path is absolute. However, in my current hybrid workflow, I use Mac at work and PC at home. This requires that I keep my files on a portable drive, utilizing the 'tex' folder for each project so I can open the scene at work or at home without relinking textures. Maybe my situation is highly specific, but I still think being able to copy-paste objects between files and move the linked textures at the same time just makes sense with how C4D works in general.
    1 point
  11. 3dsky.org, 3dbrute.com, and zeelproject.com
    1 point
  12. Hi Since Maxon is upgrading animation tools and timeline capabilities in the previous versions i really would like to see a better animation layer system. The Motion System in c4d has a huge problem that makes it unusable for me. Since its based on a Motions System Tag, it requires the hierarchy to remain unaltered through the animation. This is a big problem for riggers that need to constantly add stuff. Also a system for painting vertex weights with layers in order to be less destructive. Also how about some new sculpting features? Now that maxon owns a sculpting tool how about sharing some of those nice features and better performance. cheers
    1 point
  13. While on the topic of BodyPaint... what is extremely disappointing is how silent Maxon is on it (and frankly many other features). Nothing is mentioned about how dated it is, and it comes off as if nothing is wrong with it. In fact, they continue to publish quick tip videos featuring BodyPaint: https://youtu.be/Pm4mtXhBZ_I. Like give me a break. We all love C4D, but something has to change with their constant secrecy. Stop leaving us in the dark.
    1 point
  14. Are they really?... Xpresso is a basic, easy, clear piping of position X into position Y that mortals can comprehend. Scenes nodes is.... decomposing a global matrix, splitting a matrix into individual vectors, swapping the x vector into a y vector, combining the xyz values into a vector then recomposing the vectors into a matrix before feeding it into the sphere and finally sending the op output back into the scene.
    1 point
  15. I think the absolute end game of the 3D software industry is the combination of parametric modeling with semi automated UV mapping, baking, texturing optimization and export / render, and with geometry nodes and material nodes this could be achieved by adding the few missing links of a good integration of UV mapping into nodes (I almost only use the new auto mapping at this point) and allowing proper baking of curvature, normals etc, thus finally allowing proper texturing and creating complete assets. Cinema has sat too long on the back of people making text and spheres with cubic tiling materials and missed many opportunities to jump into movies and games as a cause, and with real-time becoming more prominent, more arch-viz and others are moving to Unreal 5 and Unity HDRP to do their rendering as well, requiring assets with proper baked texture maps as any software is capable of producing - only in cinema circles this is still unheard of. Cinema made a lot of really good moves with the latest versions, with 24 finally having the possibility to do a full modeling and UV workflow that is bake ready in software, now there is not much missing to bridge the gap between C4D and the others in terms of asset workflows, allowing C4D to shine with its other powers at last. I know I am in the 1% that is asking for these industry standard asset workflows but that is due to C4D not supporting them and all the users in need are clearly using something else. Motion graphic artists will also appreciate stepping up their game and having the possibility towards creating much better assets aside of relying on rendering power of the latest render engine to overshadow that their assets don't have proper texturing and rely overwhelmingly on tiling materials. (Please add at least a curvature mask node so people can do normal texturing workflows like any software allows you to. Without curvature you are essentially dead locked from doing anything parametric or smart outside of manually painting everything. This is the most important aspect of any quality texture and the Edges Mask node is very glitchy, unpredictable and does not work well at all. I heard there is a redshift curvature effect but this also needs to be exportable. I hope someday there will be a revamped baker and I really hope the nodes team are looking into making geometry nodes viable for complex real world scenarios as people would do with Houdini in a more complex fashion and not just abstract effects) Things also desperately need to be cleaned up. There are still prehistoric "Specular Blinn" reflection materials as default, very strange parity between viewport and rendering and multiple types of material cores at this point. Having a much more feature complete but heavily outdated core that then requires a different render engine on top is a really awkward spot to be in. Unity did a similar thing where they split into 2 (3) render pipelines which was the worst move they ever did. Unreal has one pipeline that just works, now unity will forever have to support 2 or more highly complex non compatible pipelines which has been so far years of disaster and while they are slowly recovering, it is still a mess and always will be. --- While I really like the seats backend as a company owner, I expect for the general community a better model for entrance otherwise new users will die out, I also expect the start of a plugin marketplace which is just a win-win business move (unless the share asked is too high, keeping creators on their own sites) Blender is really thriving due to their plugin economy per example even if they take no share (afaik).
    1 point
  16. Are they?... I just gave myself the simple task of making the X movement of a cube control the Y movement of a sphere. I can do this with 'set driver' in 5 seconds. I can do this manually in xpresso nodes in 20 seconds So far I've spent far longer than I'd like to admit in scene nodes and haven't yet worked out how to do it. I agree that xpresso is dead and shouldn't be further developed, but please, let's not pretend scene nodes is a clean upgrade from xpresso.
    1 point
  17. Indie License. I know it's not going to happen, but that's literally the only thing I want.
    1 point
  18. 😉 Rbdfracture Anim.1-175-1.mp4
    1 point
  19. Playing with Fractures and Guided RBD Simulations
    1 point
  20. Hi guys, I'm new to this forum. I've been a Cinema 4D user for over 10 years, and then transitioned to Houdini the last couple of years now, after I ran into some bottlenecks in C4D. I'm by no means a master of either software, but having made the jump myself, I'd be happy to help anyone looking to do the same, and looking to replicate certain C4D tasks in Houdini, in the easiest way possible. My main focus is on motion graphics and archvis procedural modeling, but I also do the odd sim now and then. Houdini is freaking awesome, and for the work I do, it blew C4D out of the water in terms of features and performance (and since I used Indie, price as well).
    1 point
  21. Aaaand some random ... candies?
    1 point
  22. Getting fancier with FLIP Sims! Chocolate.mp4
    1 point
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