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Showing content with the highest reputation on 09/05/2021 in all areas

  1. Im a bit late to this conversation but if I understand you correctly then you may be able to use the CV subdeformer from cinivercity. I dont think you can use selection tags but it does have the usual fall off shapes. As CBR said it does make a bit of a mess but in the grab below I was able to use different subdivs on the various curves of these ice cream lolly drips. This was being milled in 3D and vinyl wrapped and the milling time was huge so I was trying to use the least polys on each bit knowing it would be getting a bit of a rub with sandpaper later. Deck
    2 points
  2. Yes and no. They are different kinds of software. They absolutely started for different target areas. But the last couple of years we have seen, that this two areas begin to merge. Game engines get better quality, and offline 3d is forced to get faster and cheaper. I don't Think that the discussion is: " Can Unreal do everything c4d does?" but more: "Why can't C4D have a easy, good looking wether system in c4d or why cant we have fast dust and fog rendering?") we had the discussion about the maturity of DCC aps and the "need" for subscription. I mean how complicated is it to make a boat drive through water in C4D? Yes Unreal doesn't look perfect, but hey For 90% of the tasks I would be good enough. There is absolutely no reason, why cinema should not and could not contain tools like that.
    2 points
  3. Why ? I think we can compare Unreal and Cinema 4D, since they can be used for the same purpose. Only the results matter. Unreal is a valid option for many industries beyond gaming. It's used for films, cartoons, architecture visualizations, etc... Working in Unreal is actually not that different than in Cinema 4D. The interface is even quite similar with a content browser, a world manager, a nodal material editor, a details tab (attributes), etc... We can no longer say that game engine are "cheating" because they use pre-calculated data (baked textures, baked illumination and simulation) . Unreal 5 can be used dynamically without any baking at all ! Nanite, its scene optimization system (an automatic LOD system using clusters), even removes the need to use baked low poly assets. You can work directly with heavy geometries, made of billion of polygons. It's not an issue. Sure, game engine use heavy optimization and are limited, but who cares ? Again only the end result matters.
    2 points
  4. fields and volumes were introduced in r20, field improvements and field forces in r21... i'd say to most those are quite powerful and useful features...
    2 points
  5. Igor - the first thing to say is thank you for your efforts in thinking how best to set this up and your proposals : ) However - for me the whole thing is too complex and too rigid. Personally I'd just have one forum. However I would make it essential that the original poster tags the post to make it searchable. Maybe you could set up tags for 'Home DCC' - eg: I'm doing this in 'C4D' and 'Target DCC(s) eg; I'm interested in how to do this in 'Blender' or 'Houdini' or 'Any'. And tags of course for the 'Topic area' I think having all the subforums just makes it too complex, too hard work for moderators and too hard to discover for occasional users. It also makes it difficult when a topic area falls outside of easily identifiable categories. For example, one area I would like to discuss is C4D 'Takes' - ie, does Blender or Houdini have something eqivalent to that functionality? Where would that go? It wouldn't fit anywhere and would therefore be easily lost. As Dast suggests - I'd also drop any idea of a specific number of DCC's - there's lots of related tools and techniques that might come into play. For example a modelling request might best be solved with something like Zbrush, or MOI3d or something else that is not necessarily a full blown DCC. So, in summary: I'd keep it simple. Very simple.
    1 point
  6. Thanks for the advice - I neglected to mention that the kelp that'd be colliding with the shark were 2D planes with transparent images on them, already using a Wind object to make them sway a bit so cloth or hair sound like they could work quite well. I saw someone use the Hair 'trick' to make a full fledged tree have its branches sway in the wind once - I'm surprised this didn't occur to me to try using it here too. Not 100% certain how I'll approach that here though just yet, since I've never used Cinema's Hair before but at least I have some ideas to work off of now!
    1 point
  7. Collision deformer is almost certainly not the way to go here. That could not even begin to deal with a whole forest of kelp without grinding your system to a halt and cannot work within cloners. You didn't say what your kelp was made from, but one idea might be to make it using hair and instanced geometry, That is relatively faster to calculate with a hair collider placed on the shark object for example, but you many run into issues with collisions failing if the kelp geo differs significantly from the hair driving it. It also has the advantage of being anchored at the base by default. Otherwise you could also try regular dynamic collision, using dynamic connectors to anchor your kelp to the floor. That works with cloners ! Yet another plan would be to use cloth, and cloth colliders - that can be anchored via fix points, and if you turn gravity off, or make it positive, and use a turbulence or wind force you may be able to get some decent underwater movement into it as well. CBR
    1 point
  8. I wish I had learned about Octane sooner. I would have joined up day one if I had known how blazingly fast and beautiful it is compared to the render engines native to Cinema.
    1 point
  9. Early tests on Redshift RT tell a different story. Redshift 3.0 - New Feature - Announcements - Redshift RT - YouTube I hope they can deliver because frankly, after using Blender for over two years, I kinda miss C4D simplicity. Blender is great for modeling but for animating is just.. weird to work with. Insydium + C4D + Zbrush is a pretty powerful combo for one man band like myself.
    1 point
  10. Looks good. Maybe also consider turning off "8 bit dithering" in the render setting page, this will introduce more banding. also consider working half res and pixel doubling it back up. Not all ps1 games ran at the full PAL/NTSC resolution, some were processed at 320x240. Or 640x240 then pixel doubled vertically up to 640x480
    1 point
  11. Agreed that this would be a useful thing to have. But as mentioned above, I would suggest to name it "Workflow translations", or something similar. I find using "versus" immediately includes some connotations related to "competitivism", which this new sub-forum would be the exact opposite of.
    1 point
  12. I absolutely love the idea! As long as people keep it civil and friendly of course, not turning it into a "PS4 vs Xbox" type of discussion hehe.
    1 point
  13. Can I just say that this looks tremendous - GREAT work. To my eyes, it has the right character. Keep going.
    1 point
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