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  1. Dear members In December, we are planning to remove ads permanently. We all know and understand how annoying they are but they helped us run the forums : ) Now we are in position to remove them for registered members and improve browing experience. This is made possible by contribution from a member which wants to remain anonymous and we wanted to say thank you to this person publicly
    10 points
  2. I've been wanting to do some 'space' scenes for a while but tools to create star fields, planets, nebulae, etc. either don't exist or (if they do) are commercial plugins. So I decided to write my own. I've got several in the works but the first is now available - a shader for creating background star fields called 'StarScape'. Rather than post multiple sample renders here, you can see a few on my site at https://microbion.co.uk/html/starscape.htm I'm no artist, so I'm certain many people will be able to do a lot better than that ๐Ÿ˜€. It's completely free, has a full manual and is available for C4D 2024 (Windows and macOS) and 2025 (Windows only). I'll upload the 2024 version to the Downloads section here or you can get it from my site at the above link. Steve
    8 points
  3. Hello everyone I am happy to announce that of Decemeber 1.st adsense will be removed. This will make the forum browsing experience become much nicer Thank you!
    6 points
  4. One thing that irks me with every simulation tech I have used so far: Most of the time I want to emulate the movement of something from the real world, as closely as I can. And most of the time it's endless fiddling with somewhat abstract parameters to achieve the realistic movement I know from the physical object. It really should be the other way around. Let me make my object, define it's size and weight and then let me choose from fine-tuned, well-tested presets. That's water! Or milk. Or sand. And then offer an advanced mode where I can fiddle around with advection and all the stuff 'under the hood'. But really, let me express my artistic vision through my everyday-knowledge of the real world. I don't want to study particle physics for any simple sim I do.
    5 points
  5. I would like to present you totally new way to create sky lighting mainly for arch-viz exterior usage but it is good for interiors too because it has some specific options. Advanced Sky for Cinema 4D : Cloudy sky simulation with soft transition from clear to cloudy sky included all three PRG, Hosek Wilkie and Preetham models Sun height, Sky rotation with individual HDRI map rotation connected to global Sky horizontal rotation Many options to change color of Sky models and HDRI maps like temperature, tint, saturation, exposure, hue... Individual control for Sun parameters Ground diffusion light which can improve brightness of polygons that are towards ground with included GI ( so it looks real not flat ) Horizon maps with included alpha - they can be scaled, moved with repeating effect Special ground plane for HDRI maps which doesn't have included ground - fully customizable PRG light color compensation to looks the same as Hosek-Wilkie HDRI's mixing - you can mix two HDR maps using different options for them ! Camera Exposure and White Point was additionally added to have better control on scene colors. HDRI reflection only object for creating custom reflections. It can be scaled by different ways and customized with color corrections. Tinting for all HDRI maps is now available. It fully works with other color corrections. D65 color correction as option was added to all HDRI maps. This is workaround for C4D issue while using ACEScg color space - HDRI maps looks wrong by default. Special Horizon reflection only map with cast shadow option. Advanced tabs for controlling Reflection and GI impact. Reset color option for individual Ground and Tint corrections. Extended parameters which works above original 100% to create specific effects like saturation, color corrections. Available : https://archviz4d.gumroad.com/l/pdmwo Self-explanation manual :
    5 points
  6. New Tutorial: And a demo project file: stylized-wooden-ladder_vD01.c4d
    5 points
  7. Merry and peaceful Christmas! ๐Ÿ™‚ C4D+Pyro+XParticle
    5 points
  8. The new update came out a few hours ago ... I was getting anxious about when that would come out as I had unavoidable delays with my next feature suggestions list... It's quite a big update ! Lots of things to explore. I'm still waiting for Rocket Lasso to air something so I can understand what those "user-defined particle properties" are... Full feature list: https://help.maxon.net/c4d/en-us/Default.htm#html/33010.html?TocPath=_____3 Rest of MAXON ONE showcase: Soon a new Ask the Trainer will air. It is titled special so I guess it will be about 2025.1
    5 points
  9. Time to revive this thread, here is a fun one ๐Ÿ™‚ 12_Butterfly.c4d
    5 points
  10. I would like to present advanced Sky-Rig system for Cinema 4D. Octane and Redshift versions. Using this rig you can have possibility to change every parameters of Sky, Horizon and HDRI map as you like with some special features : - Cloudy sky simulation with soft transition from clear to cloudy sky included special Custom model - Two Sky models included - Custom, Hosek & Wilkie - Sun height, Sky rotation with individual HDRI map rotation connected to global Sky horizontal rotation - Many options to change color of Sky models and HDRI maps like temperature, saturation, exposure, gamma - Disconnected Sky power from Sun Power - fell free to change them individually - Individual color controls for Sun and Sky parameters - Support for Horizon Line maps with included alpha - they can be scaled, moved with repeating effect - Virtual ground plane for HDRI maps which doesn't have included ground that works like backlight - fully customizable - Reflection only HDRI and 8-bit spherical map support - Two HDRI maps for fast switching and comparison - Camera white point included - Reset to default buttons Redshift : Available on Gumroad : Octane : https://archviz4d.gumroad.com/l/yqfoj Redshift : https://archviz4d.gumroad.com/l/pdmwo
    5 points
  11. This nice little helper plugin creates brick wall and offer various parameters to control the final look. Single object is created with selections for brick and grout available. Here is a short video of it in action Find the plugin in store: https://www.core4d.com/ipb/store/product/50-brick-wall/ To install simply import it into content browser Requirements: Cinema version 2025+ is required
    5 points
  12. Figured I haven't posted any recent work here for a while so here's a few of my better recent videos. The ones at the top are more fun as we've been given more freedom creatively to do what we think is best rather than taking orders from the suits with excel spreadsheets. All productions are 4-7 days of work. c4d 2024, octane 2023, rendering on 10x geforce 4090 cards. Not much in terms of post work, we tend to get it 95% there in-render, mostly just brightness, contrast and saturation changes. Plus a few lens flares on the top video.
    5 points
  13. Applause from the gallery ๐Ÿ™‚ CBR
    5 points
  14. I haven't tried the update yet, but I feel need to comment on the presentation... It was sooo underwhelming o_O UDIM... ok, read about that, but why not show a real-world-problem, then the new tools, then the superior final product? Jonas focused way too much on UV-Layouts, and in the end, I still have no idea what benefit I get from this tool. Faster workflow? Higher quality? I don't know. Jonas leaving the presentation was really awkward, why not choose hosts who have enough time to spare for talking to us customers? Laubwerk Assets now available in the asset browser - nice! But why show the variations in the viewport and not with a nice render? I have no idea if these assets are any good (I guess not, since it's all somewhat procedural?) Redshift now officially supports nvidia RTX5000 series. Well, then please give us at least some example benchmarks! "Render 30% faster than on a 4090" would have been really good information. Or show the interactivity boost of IPR on an 5090, to get some "ooOOOOhs" out of the audience. Redshift New OIDN update... cool, but please: zoom in and show an before/After-comparison of the Denoising quality! Give us the dirty details, in this case, they make all the difference. Redshift Portal lights updates... I mean, come on. That was changelog-material, but for the bottom part. No need to show a line on the gizmo to strech out the time until the gread liquids reveal... ... and then Noseman chooses this laggy, 1-fps-scene of a mildly irritating chocolate stream an an alien cake to introduce the world to C4D's long awaited new liquid system? After getting so much flak for the gingerbread teaser? I mean, the gingerbread-teaser's erratic particles are smoothed out, but this looks like liquid tech from the time they made Terminator 2. And then there's scene after scene after scene where we only get super simple, manual-style scenes showing some aspects of the new tech, but Noseman rushes through as if he was embarassed by the shortcomings of the new tech. And there seem to be many? There was not even a mildly complex example; performance was really sub-par (why not get Noseman a 5090 for this gig, if his 5-years-old-hardware is to blame?), no whitewater supported... and the capabilities of the tech were only described afterwards, when the viewers asked explicitly about it. So, all in all, this seemed like a very hastily thrown-together presentation of features that should have cooked some months longer. I really miss Chris Schmidt's presentation of new releases... he perfectly mixed the Wow-Factor about new possibilities with little tutorial aspects ("See? It's not even complicated to set up!") and some interesting technical insights, which made it even clearer what can and can't be done with new features. I hope they get him back for future releases. Edit: This 5-minute read is a much better presenttion of the june update than that whole 30min-Video-Stream ๐Ÿ˜•
    4 points
  15. There are some very interesting new features. Particles have an extensive list of new functionalities from which the following stand out. The Field-driven density distribution of particles is highly appreciated along with in-built noise shaders for both distribution and emission. Density control shaders and Fields is something I've been asking for MoGraph for years. Finally it can be achieved through particles. Noise Sampling for Color and Data Mapper https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_01.mp4 https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_02.mp4 Neighbor Search algorithm for Flock, Predator Prey and Blending Similar to the geometry density coloring effect I've been asking. Some Scene Node Capsules are now directly available with other primitives from drop-down menus. This was something I was actively arguing about from early versions of Scene Nodes as it was a closely UX-related issue. Things were pointing to parallel ecosystems of the same tools being developed under the same application or tools that were not that easily accessible that would inevitably lead to confusion or frustration among new and old users. It wasn't too long ago you could finally make capsules accessible from custom pallets but that required from users to know how to do that and as SceneNodes was so actively characterized as experimental or system for advanced users, people would prefer staying away from it missing some key features that were not that hard to use after all. Personally I extend my custom Layout with capsules supported by the OM every new version. Now the Line Spline is available along with the Break Spline, Branch Spline (which is an easier MoSpline Turtle), Catenary Spline, Dash Spline, Electric Spline, Partition and Pulse Spline. What I don't know is if they re-developed those tools in C++ or if they are just links to the node implementation with modernized icons to fit with the rest of UI. Well, there are still some argument about what should be characterized as a Generator what as a Modifier and what as a Deformer... For example the Branch Spline is more fitted to the Generators club as it does create additional splines on top of the original but I guess they run out of ideas on how to represent it with a new icon to avoid confusion with the MoSpline... Which leads to other old arrangement arguments like why don't we just have new features part of older tools as modes... For example the Branch Spline as Mode of the MoSpline... Break, Dash, Partition and Pulse modes of a single spline deformer/modifier or Wrap, Shrink Wrap and Spherify as modes of a single deformer... Looking forward to seeing all distribution nodes as modes in the Cloner and Blue Noise as a mode of the Push Apart Effector. New mode for the Look at Camera expression I always thought this to be an old remnant from earlier C4D versions... I never used it because I achieved the exact same effect using the Target tag... I still don't know what the difference between them is... Some unfortunate translation issues: Weird title, not available in English (fixed the next day) https://help.maxon.net/c4d/en-us/Default.htm#html/OFPBLEND-FP_BLEND_OBJECT_OUTPUT.html MAXON ONE capsules are not documented... Bad marketing as other users don't know what they are missing Things that we saw in the teaser video but they are not documented (yet) Constellation Generator (Plexus effect) Liquid Simulator (yeah... the thing that should be teased the most was not)
    4 points
  16. Maxon Unveils Game-Changing Cinema 4D 2025 Update: Enhanced Modeling, Texturing, and Scene Nodes March 31, 2025 โ€“ Los Angeles, CA โ€“ Maxon has officially announced the highly anticipated Cinema 4D 2025.1.4 update, promising groundbreaking new features that will redefine the 3D animation and motion graphics industry. This latest iteration of Cinema 4D introduces significant improvements to modeling, texturing, Scene Nodes, and animation workflows, ensuring a more seamless experience for artists. Official Statement from Maxonโ€™s CEO โ€œCinema 4D 2025.1.4 is not just an updateโ€”itโ€™s a revolution. Weโ€™ve listened to our users and implemented features that streamline workflows, accelerate creativity, and push the boundaries of whatโ€™s possible in 3D design. Our latest enhancements to modeling, texturing, and Scene Nodes will empower artists like never before.โ€ โ€” David McGavran, CEO of Maxon Key Features of Cinema 4D 2025.1.4: ๐Ÿ”น Enhanced Parametric Modeling Tools โ€“ New and improved parametric objects offer greater control, including advanced spline editing and interactive beveling. ๐Ÿ”น Advanced Scene Nodes 2.0 โ€“ A major update to Scene Nodes introduces a more intuitive interface, expanded procedural modeling options, and real-time performance boosts. ๐Ÿ”น Improved UV Packing and Unwrapping โ€“ A completely reworked UV workflow includes automated packing, distortion minimization, and island grouping for better texturing efficiency. ๐Ÿ”น Neural Render Engine (NRE) โ€“ Cinema 4D now features an AI-powered render engine that reduces render times by up to 90% while maintaining photorealistic quality. ๐Ÿ”น Real-Time Path Tracing โ€“ A fully integrated real-time path tracer allows users to see near-final renders directly in the viewport. ๐Ÿ”น Auto-Rigging AI โ€“ Character animation just got easier with an intelligent rigging system that auto-detects joints and optimizes weights instantly. ๐Ÿ”น HoloC4D VR Integration โ€“ For the first time, users can sculpt, animate, and render in a fully immersive VR environment. ๐Ÿ”น Redshift Cloud Render โ€“ A new cloud-based rendering system allows users to offload heavy render jobs and access high-performance GPU farms directly from Cinema 4D. ๐Ÿ”น Deepfake MoGraph Generator โ€“ A new AI-assisted tool that generates realistic face animations from a single image input. ๐Ÿ”น AI-Assisted Material Suggestion โ€“ The new AI-driven material engine suggests realistic textures and shader settings based on your scene context. Spline SDF Smooh blending of 2D splines. Outline Capsule Unlimited number of oulines with the new Outline Node and capsule Chamferer The new Chamferer generator brings non-destructive, parametric editing on individual spline control points Field Distribution Cloner Mode Fields can now be used to place children instances by mapping the hierarchy of the children to the intensity of the field. Release Date and Availability Cinema 4D 2025.1.4 will roll out as a free update for all Maxon One subscribers starting April 1, 2025. Perpetual license holders will have the option to upgrade at a discounted rate. For more details, visit www.maxon.net. Exclusive Interview with Maxonโ€™s CEO, David McGavran Q: What was the main focus for Cinema 4D 2025.1.4? David McGavran: โ€œOur primary goal was to refine and enhance the tools that artists use daily. We wanted to create a more intuitive and efficient experience, whether it's through procedural modeling, advanced texturing, or improved rendering. The new Scene Nodes 2.0 is a huge leap forward, allowing artists to build complex structures with ease.โ€ Q: How does this update compare to previous ones? David McGavran: โ€œWhile every update brings innovations, this one focuses on practical enhancements that improve workflow speed and creative flexibility. We've also made significant improvements to UV workflows, Boolean modeling, and dynamic simulations based on user feedback.โ€ Q: Can you give us a sneak peek into the future of Cinema 4D? David McGavran: โ€œAbsolutely. We are already developing features for Cinema 4D 2026 that will push procedural modeling even further. Expect deeper Redshift integration, better scene organization tools, and an overhaul of particle simulations. We're also exploring more real-time collaboration features to make remote workflows even smoother.โ€
    4 points
  17. New around here and back in C4D land after a VERY long break. I was an avid Modo user and also I'm a former Foundry employee from back around the time of the acquisition ๐Ÿ˜… although I was a designer, not a product manager but I do still have a bunch of friends there and sadly when development stopped, some of my friends got laid off. The TL;DR of why modo probably isn't around is its small foothold in professional markets. It's the best modeller out there, nothing else even comes close. There's one or two people in most VFX studios and they're generally very happy and very productive. But Modo in its early days had a huge number of hobbyist users. Post buyout, they started leaving in droves, in part initially due to the Foundry wanting to push it further into VFX (Which didn't work) and then they pivoted to a number of product design contracts and focused a lot of development there. The hobbyists initially frustrated and then priced out, they left mostly for blender. A lot of professional users stuck around, but those relationships often became more strained over time. Modo was never the most stable application and it's had a rocky history with stability depending on release. Some might bring some awesome features, but it also might crash 10 times a day. A lot of them left too. In terms of features though, there's a lot of incorrect info out there about Modo - it had a rep for only being a modeller, which just wasn't true, it had a bunch of awesome features: Dynamics, some pretty decent mograph/replication tools, sculpting and painting (About on par with boy paint FWIW), a kickass (But CPU only) renderer, super intuitive material workflow, some fairly decent animation tools and some crazy customisation capabilities. But it was very much a jack of all trades and none of those aspects were strong enough compared to the modelling. It was either "it only does modelling right?" or "Every feature apart from modelling sucked" the truth as always was somewhere in the middle. It covered a lot of the same ground as Blender, with a lot of the same weaknesses - it just cost much more ๐Ÿ˜‚ I imagine unless you were a serious modeller and super committed it became a very hard sell. I've now made the decision to move the bulk of my work back to C4D, as I'm not a huge fan of Blender and hate Autodesk with a passion. I've always had a soft spot for C4D and it was my main package for about 5 years before Modo. I'm not a super serious modeller and most of what I do is product shots and mograph adjacent things. I'll still be doing my modelling in Modo for the foreseeable though, they've issued a 10 year EOL license that anyone can get ahold of. My commercial license runs out next month. ...that was quite a long TLDR, but someone might find it interesting IDK.
    4 points
  18. ok, main thing here is that sometimes too much detail is a bad thing. Your displacement map is a 2000x4000 image which is fine, but youve told octane's displacement to use a resolution of 8000x8000. This means the displacement is going to start showing the lower resolution of the image in the geometry. Lower the resolution of the displacement to 4k or 2k, then on top of that add in 2-3 pixels of gaussian blur below to give it a little more chance at being smooth. Next you can bump up the AA filter size a little. The default is 1.2 pixels wide, youll be fine with 1.3 or 1.4 Then I actually lowered the reflection depth down from 32 to I think about 10. Your letters are reflecting each other, making reflections of reflections. This wouldnt be so bad, but... ... your glass is too perfect. With 0% roughness you dont have glass, you have the most pristine diamond in the world. Ive taken the greyscale displacement map and piped it into the roughness of the glass, this way only the lettering will get a slightly rougher/softer finish. Its then dialled way back by setting the mix value of the roughness channel to 0.02 so it only affects it very slightly. This gets me from here to here
    4 points
  19. Absolutely, and to you my friend and from me to you all ๐Ÿ™‚ ๐Ÿคชโœจ I know I post this every year, but never stops being funny. CBR
    4 points
  20. Dear members Adsense is gone now. This should vastly improve browsing experience. Please let us know if you notice some remnants so we can act on it. Big thanks to all subscribers and contributors, this would not be possible without you โค๏ธ
    4 points
  21. CORE4D has got a great beginning series: My Scene Nodes 101 series isn't exhaustive but has some simpler examples: For more advanced training, Dominik Ruckli has some great videos: Dominik Ruckli - YouTube Additionally - once you've got a handle on Scene Nodes data structures and beginning/intermediate setups, you can generally follow along with Houdini / Geo Nodes tutorials. For those, it is hard to do better than Entagma: Entagma - YouTube
    4 points
  22. Hi, I'm an old core4d user but I've never posted anything before, I'll introduce myself here and apologize for my bad English. My name is Gianluca (Abetred) I am present on other platforms and I consider myself a problem solver and an experimenter in the fields of 4D cinema, xpresso, thinking particles and python. I have an unhealthy passion for particle systems and related systems. I would like to introduce you to some experimental projects that I have been carrying out for some time to force the use of CUDA acceleration to manage intensive computational calculations, usually entrusted to the CPU through third-party libraries. I would like to point out that the tests refer to pure python code and only accelerate the datasets passed to the cuda function, the python code remains single core and unfortunately has its limits. The first project (test) is the 3d flocking of TP interactive entities and the attached video is not the final result (which has much better performance) but an intermediate point. Flocking simulation parameters: Separation: Boids avoid mutual collisions by maintaining a pre-established minimum distance. Alignment: Boids tend to match the speed and direction of their neighbors. Cohesion: Boids cluster toward their group's center of mass. Boundaries: Boids remain within the simulation domain with natural behavior. Speed Limits: Speed is limited within a preset range for realistic movement. Prey: Boids can track moving targets relative to distance. Obstacles: Boids interact with obstacles in a realistic way. All parameters are adjusted by response factors to recreate a smooth reaction. Further implementations are possible, such as the tracking ray of complex obstacles which consists in predicting the most reliable escape route while avoiding collisions, the direction of travel which maintains an axis of rotation in the direction of acceleration and the arc of vision which limits the interactions only with visible boids within a circle section, for greater realism of the simulation. The second test is developed around a surface of points simulating a moving fluid... Some significant data on the scene: - The "liquid surface" is a mesh composed of 40,400 points, without faces or segments. - The spoon interacts with the surface through a selection of about 600 vertices (but there could be arbitrarily many more without excessively burden on performance). - The VertexMap is generated for visual feedback only; the actual calculation is handled internally by the code. The code is executed in real time by a Python Generator and is responsible for managing the interaction between the two objects, calculating the effect of the waves in the fluid, calculating the positioning of the points. This test is also in the full experimental phase. I point out that in the following video the cuda acceleration refers to the first part of the video, the one indicated as "raw simulation" and that already applying the data to the vertexmap slows down performance because it is managed by the CPU. But let's go further... The revolution is evident not only for the simulation in viewport. The real advantage lies in the construction of the cache (I'll give the example with the alembic export or a trivial writing of the dataset in a file), which is also calculated by the GPU resulting in a real time saver. Thanks for your attention, I will try to keep this topic updated...
    4 points
  23. Hi CG-fans! Nice of you to drop by and check out my little corner where I would like to present my handmade texture collections. https://mlon.gumroad.com/ No shameless self-promotion whatsoever here! ๐Ÿ™‚ This started out as a free-time fun project where I made photos of my surroundings and created textures from them that I gave away reaaally long ago on Cg Channel and Lightwave forums. Then I thought of creating a few new packs because I like doing it and see if I can sell them to likeminded people who could use them in their projects. I am mostly focused on archviz and have worked on several tv-series, animations and movies. So, here I am selling you my stuff! ๐Ÿ™‚ Each material has a C4D scene and rendered with Corona. This is my first Gumroad page and am not even sure it works. We'll see if I have set it up properly, haha! Anyway, if you have suggestions, problems or tips then don't hesitate and let me know. Oh and if you buy 2 packs you get the third for free. Just shoot me a mail with the ones you bought and I will send you the third one. Thanks! Cheers, mlon
    4 points
  24. Obviously biased here but C4D is quite a package at the moment ๐Ÿ™‚ Regarding Modo, abandoning such a large code base must have been difficult decision. There must be a lot of tech that will be extracted and placed elsewhere. There is also a remote possibility, pure speculation of course, to create new3D package.
    4 points
  25. Despite the fact about the constant whining on the forums about C4D and that it was considered an amateur tool a decade ago it has now outlived a good number of competitors.
    4 points
  26. Yes indeed, I am also thinking about GeoJSON support and load from OpenStreetMap, but the way the road are designed is different. However, there is a new big update with the support of median stripe (not sure about the translation) : - Median - Better performance - Undo / Redo - New bike texture https://code.vonc.fr/pathphalt You can try this configuration : {"roads":[{"prio":1,"curve":"centripetal","sub":40,"shear":0,"tex":"wear2","texL":"","texR":"","lineOnly":false,"points":[{"id":0,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":-100,"y":0,"z":0}},{"id":1,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":0,"y":0,"z":0}},{"id":2,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":100,"y":0,"z":0}}],"modLignes":[{"id":0,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":39.396875316,"y":0,"z":-15}},{"id":1,"tex":"empty","width":3,"offset":0,"shear":0,"side":"droite","color":"#ffffff","pos":{"x":38.086987303,"y":0,"z":15}},{"id":2,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-62.123474544,"y":0,"z":-15}},{"id":3,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-67.302948819,"y":0,"z":15}},{"id":4,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-30.103290328,"y":0,"z":15}},{"id":5,"tex":"stop","width":4,"offset":-9,"shear":0,"side":"droite","color":"#ffffff","pos":{"x":27.00899457,"y":0,"z":15}}]},{"prio":1,"curve":"centripetal","sub":40,"shear":0,"tex":"wear2","texL":"","texR":"","lineOnly":false,"points":[{"id":3,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":20,"y":0,"z":-100}},{"id":4,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":20,"y":0,"z":0}},{"id":5,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":20,"y":0,"z":100}}],"modLignes":[{"id":6,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":35,"y":0,"z":-17.837263259}},{"id":7,"tex":"empty","width":3,"offset":0,"shear":0,"side":"gauche","color":"#ffffff","pos":{"x":35,"y":0,"z":24.403466582}},{"id":8,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":5,"y":0,"z":-59.900413914}},{"id":9,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":5,"y":0,"z":31.585357038}}]},{"prio":1,"curve":"centripetal","sub":40,"shear":0,"tex":"bike","texL":"","texR":"","lineOnly":false,"points":[{"id":6,"prio":1,"width":10,"wLine":5,"texL":"","texR":"","pos":{"x":-70.627555784,"y":0,"z":51.190721316}},{"id":7,"prio":1,"width":10,"wLine":5,"texL":"","texR":"","pos":{"x":-13.172042513,"y":0,"z":-35.25534822}},{"id":8,"prio":1,"width":10,"wLine":5,"texL":"","texR":"","pos":{"x":84.80652565,"y":0,"z":-76.60485278}}],"modLignes":[{"id":10,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-4.494001118,"y":0,"z":-35.631325338}},{"id":11,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-13.691259738,"y":0,"z":-41.16251629}},{"id":12,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-52.492035814,"y":0,"z":26.206269416}},{"id":13,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-62.304384741,"y":0,"z":23.369488233}},{"id":14,"tex":"yield","width":3,"offset":-2,"shear":-1,"side":"droite","color":"#ffffff","pos":{"x":-33.318294531,"y":0,"z":-5.56126942}},{"id":15,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-43.506444211,"y":0,"z":-8.426703539}},{"id":16,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":40.084634038,"y":0,"z":-57.833407636}},{"id":17,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":39.832640212,"y":0,"z":-68.339736675}},{"id":18,"tex":"yield","width":3,"offset":-2,"shear":1,"side":"droite","color":"#ffffff","pos":{"x":13.538677417,"y":0,"z":-46.528428659}}]}],"modSols":[{"id":19,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":60.003474111,"y":-0.1,"z":-33.761216957}},{"id":20,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBorder","lineTex":"lineUsed","lineCol":"#fbe01c","lineW":3,"lineOff":-1,"pos":{"x":60.284636448,"y":-0.1,"z":25.249393975}},{"id":21,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":42.885203556,"y":-0.1,"z":-82.208960311}},{"id":22,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel2","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-18.403487882,"y":-0.1,"z":-56.121304811}},{"id":23,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel2","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-0.159001486,"y":-0.1,"z":-24.258869672}},{"id":24,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-77.120233245,"y":-0.1,"z":25.41978791}},{"id":25,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-16.930274425,"y":-0.1,"z":31.746082441}},{"id":26,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":-23.515035174,"y":-0.1,"z":-26.680503951}},{"id":27,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":18.996212676,"y":-0.1,"z":-54.284936783}},{"id":28,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":46.37003041,"y":-0.1,"z":-65.996907718}},{"id":29,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":-45.21484908,"y":-0.1,"z":-1.738057586}},{"id":30,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":-59.130172915,"y":-0.1,"z":28.602254614}}],"markings":[],"background":{"x":0,"z":0,"sx":1,"sy":1,"rot":0}}
    4 points
  27. They should make it so even Maxon One subscribers have to pay additional to get them - call it Maxon One Pro Plus Ultimate - so the number of people globally who get to check them out is less than 50.
    4 points
  28. I do wonder how many of these crashes people complain about are just the current realities of gpu based render engines all being less stable than their cpu counterparts due to endlessly changing gpu drivers. How much is c4d itself being unstable vs redshift being the new standard render engine. 99% of my crashes are octane. Even if redshift is a fraction of that, it could still be the main reason,
    4 points
  29. That is not entirely accurate. 3ds max is the worst example you can bring for the 3d app table to discuss, and i know that for a fact, since i used to work with it and my company still uses it to render unfortunatelly. In short, 3ds max is one of the most overpriced apps in the world for studios (big or small) that cannot use indie licenses such as mine. its around 2.5 k almost per year and that is only the software. Then you must start filling it with other plugins to make it usefull, starting with its most popular renderer vray or corona wich is paid separately. Almost no one uses arnold in 3ds max wich is the actuall inbuilt renderer (although its a good one). But it doesnt end here. In studios like mine we also pay for Forest tools (plugin), Tyflow (plugin) and a bunch of other plugins to solve basic stuff like take system and such. In the end the money you spend in 3ds max is a small fortune and c4d is still better for charater animation, motion, and a lot of other stuff. I believe 3ds max is still popular because of its legacy, a large user base and the connection with the arch viz business. But i agree with you when it comes to Maxon policies of making us pay for stuff we dont use. I really dont need nothing else but the c4d app. Heck, i eaven dont need RS altought i like to use it. So the best they can do is to give users the power of choice. In studios like mine c4d is used to as part of a pipeline along with houdini and 3ds max. I dont need an extremely expensive software with things i'll never use. cheers
    4 points
  30. WTF Maxon? This is insane. I don't want redshift, it's such a laggy mess. How do You plan to compete with free software that is now superior in most areas with the price hike like this? C4D is lacking in almost every area, there is not even a built in fast rasterisation renderer, nodes are barely usable and not compatible with most of the software functionality. Dynamics and particles live in a different hardware areas and are virtually not compatible with each other. The core rewrite stuck in a limbo. How do You think this will end for you? The only thing that prevents my studio from migrating to Blender is object manager's simplicity. How do you think this will unfold when Blender fixes it's UX? Half of our 3D stuff is Blender native. None new employees with c4d skills. This ex Adobe guy ruined the future of this software.
    4 points
  31. From an email: Improved Texture Standards Our textures are higher quality than they were 9 years ago, but our format changes have lead to an inconsistent user experience. So to increase consistency, weโ€™re announcing new texture standards: a framework that sets expectations for what youโ€™ll get when you download textures. In a nutshell, here's the main changes: Defined PBR Maps: A predictable set of deliverables: Base Color, Roughness, Normal, Displacement, Ambient Occlusion, Metallic and a new ORM map for realtime. Improved Filenames: All files are named with the new structure of: Poliigon_DescriptiveName_AssetIDNumber_MapName (no more confusing _metalness at the end of every file!) More Resolutions: 8K-1K for large, 8K-.256 for small. Set Physical Sizes: All surfaces are 2.5x2.5m (large surfaces) or 30x30cm (small surfaces) Material X - An interoperable industry compatible .mtlx file that can be natively imported into multiple softwares. From today all new textures will meet these new standards, including the latest batch of 13. Our goal is to remaster the entire texture library to these standards by the end of 2025. In certain circumstances, a texture may be unpublished if the source material is too old, but access for all previous purchasers will remain. https://www.blog.poliigon.com/blog/2024-texture-standards I don't know of any other 3rd party sites actively starting to support Material X, not to mention refreshing their texture libraries from last gen textures. It looks like a first batch of updated materials on their site supports Material X download, for DCCs actively supporting Material X integration.
    4 points
  32. Folks, we have new July release - 2024.5 https://www.maxon.net/en/article/maxon-one-july-release-includes-a-variety-of-beneficial-feature-updates New Features Modeling Split Command defaults to not keeping polygons in the source object Simulation Improvements towards auto generated connectors Translations of parent Connectors are applied in the local space Pin connectors inherit the orientations of the Rigid Body Gathering Connectors in a Null object and moving without affecting relative position Connectors now support Colliders simulation type Connectors support for Spring and Motor Object Spatial sampling location when using MoGraph tags now follow the movement of the connectors The default orientation of Ragdoll changed where the cone points vertically Volume Grid list inside of a volume fieldlayer to choose which grids to sample Particles Cloners and Arrays support Basic Particle Emitters and Forces Collider Modifier has an โ€œiterationโ€ parameter Surface Attractor splits out the strength parameters to Attract Strength and Follow Strength Surface Attractor adds a slider to impact the Object Velocity Strength influence on particles Field Sampling Variance parameter in particle simulation settings Particle Group and External Cache export and import scale support Reproduce Emitter colour options match the options in other Emitters types Math modifier input value field shows Degree units for operations Sin, Cos, Positive Sin, Positive Cos, in Constant source Mode Redshift When Redshift is enabled, Redshift Camera is created when using: Motion Tracking Camera Calibrator Camera Morph Camera Crane Motion Camera Exchange Alembic Points object can be imported as a Particle Group Options added to use custom Alembic export settings for the baking. Scene Nodes Split Node - Based on the Split Command Disconnect Node - Procedural version of the Disconnect command Align Nodes in the Nodes Editor Outline Spline Node - allows artists to procedurally stroke or offset splines Points Modifier - allows artists to use simple node networks to easily make your own modifiers/deformers General Improvements Undo History now accessible within the File Menu For Nodes people or ones that want to try, there is a Points modifier which is really great ๐Ÿ™‚
    4 points
  33. Not to be confused with your regular domesticated animal.
    4 points
  34. Houdini 20.5 will feature a brand new environment for processing and generating textures and compositing them seamlessly with your 3D scene. Internally labeled Project Copernicus, it will be the long-awaited update to the COPs (compositing operators) module. A few highlights: Built with real-time/near real-time performance in mind. It's written entirely in OpenCL so you get 100% GPU acceleration. It also uses Houdini's brand new APEX technology under the hood to provide multithreaded performance enhancements where applicable. Tight integration with Houdini's existing 3D modeling toolset. You can freely import any geometry to use as a texture basis or export texture information to affect your models with. Live updates to the existing lookdev and rendering environment, so you get live render updates as you adjust your textures. OpenFX-compatible, so you can use any 3rd party OpenFX plugins (like BorisFX Sapphire for example). Here is a demo of some truly eye-popping abilities of it (skip to the 7-8 minute mark for the actual demos): Here is another video that shows off even more stuff in Copernicus, from the Houdini 20.5 keynote:
    4 points
  35. Well.... I've asked (and still asking) for a Helix 2.0 with myltiple modes like Logarithmic. Archimedian and Double but primitives won't ever change in fear of compatibility break with older projects. But you could try it just on a Symmetry Object ...
    3 points
  36. Here's a more general setup with comments. I'm calculating the number of chunks to create based on the length of the input array and the chunk size. chunk-arrays_v01.c4d And this is probably overkill, but I've also recorded a YouTube video talking through this setup:
    3 points
  37. @Smolak import c4d def main(): objs = doc.GetActiveObjects(0) for index, obj in enumerate(objs): inst = c4d.BaseObject(c4d.Oinstance) inst.InsertAfter(obj) inst[c4d.INSTANCEOBJECT_LINK] = obj inst.SetName(obj.GetName()+"_inst") orig_pos = c4d.BaseObject.GetAbsPos(obj) orig_rot = c4d.BaseObject.GetAbsRot(obj) orig_scl = c4d.BaseObject.GetAbsScale(obj) print(orig_pos, orig_rot, orig_scl) inst.SetAbsPos(orig_pos) inst.SetAbsRot(orig_rot) inst.SetAbsScale(orig_scl) if index == 0: doc.SetActiveObject(inst, mode=c4d.SELECTION_NEW) else: doc.SetActiveObject(inst, mode=c4d.SELECTION_ADD) c4d.EventAdd() if __name__=='__main__': main()
    3 points
  38. New Booleans are definitely better. Far superior hierarchical / tag-based workflow, no longer requires solid operands, operands can now intersect each other with less likelihood of problems, glitching is much reduced in animation setups, surfacing is generally better, and it is faster to calculate than the old system was. It also succeeds in many situations where the old one would fail. So, as someone who has been rigorously testing this for a while, I have to say I am very impressed with it and it is a significant upgrade to Cinema's modelling toolset. CBR
    3 points
  39. Started so people can keep track of deals in the industry. Does Maxon have any deals for the holidaysโ€ฆ if not, they should. Insydium: BLACK FRIDAY HALF PRICE SALE* Coupon code: BLK50 11th November until midnight (UK) 4th December 2024
    3 points
  40. Can't tell exactly how many nubbins there are on the base there, but if I guess 8, then we can set the segments on our initial geo to a multiple of that number, so here 16. I started with a disc, added a single loop cut where I wanted the nubs to stop, and then selected pairs of segments to extrude (no caps) or ctrl-drag an arbitrary amount to get the bumps... We can't do all them in one go if they are next to each other, so I did them 4 at a time. And then it's over to SDS to do the rest of the work for you... I quadded the centre to avoid a nasty SDS pinch there (close poly hole / patch mode). Without seeing the bottom view of the bottle, and without any similar ones lying about at home for refs, I don't really know how the bumps fade out towards the centre, but we can easily adjust that by moving the inner circle of extruded points, or we can add one more loop cut half way between edge and centre to better define that transition. You don't want to add more than 1 loop though, as then shapes will start to become too defined under SDS. The little grip bits in the cap are such relatively tiny details, nobody is going to notice if you do it in texturing, but TBH it is quicker still to just model them separately and slightly intersect them with the main model, and we certainly don't want the rest of the mesh at the sort of resolutions that the grip section would require if it were part of it ! So if you want to do that just start with a tall cube in a radial cloner, add enough Y segments to it so they SDS with the correct amount of roundness, and then set the radius in the cloner and adjust the amount and size until it looks right. It's hard to see from the pic, but it looks to me like the plastic wrap stops before the ridged bit, so we shouldn't need to worry about that ? But no matter if we do. To get the plastic wrap layer we can directly split the wrap polys from the base mesh, and then just manually adjust a few loops so it gets round the bumps OK and add parametric thickness with Thicken generator or manually via a tiny 'caps on' extrude. CBR
    3 points
  41. a quick and dirty menger sponge effect. of course, my method is always weird and dumb... 08-sn-menger-sponge.c4d
    3 points
  42. For anyone whos not heard of meatcayon, he makes some disturbing yet highly entertaining 2d animations, one of my favourites is his Pinocchio short from a few years ago, on our Discord channel we're running a spooky October modelling challenge so i thought i'd do a 3d version for fun, i'll also be printing this for my desk ๐Ÿ˜„ here's the progress so far bandicam 2024-10-12 21-38-16-002.mp4
    3 points
  43. yea I actually agree with that... I think the biggest benefit you will see from capsules and scene nodes stuff is gnna come from third party guys, where they will make cool stuff alot of which Im sure will be free... even dominik ruckli just newly released a cool match size modifier made in scene nodes you can use for free. very cool and easy to use: its stuff like this that gives a lot of hope for scene nodes... so don't lose too much faith in it yet...
    3 points
  44. I think I've been waiting for a Field Driver for more than 3 years. I was expecting a SceneNodes implementation or an EXPRESSO integration but the Tag solution is easier and cleaner. Follow Spline Particle Modifier ! I wasn't expecting them to release it so soon ! I think they "fixed" the Plane parameter of the Segment SceneNode primitive.
    3 points
  45. This my copy-paste mail to friend from some days ago : "..... I'm very surprised how this engine was grown during this period especially compared to Octane development from last two years which is slow. They didn't implemented most of their advertised roadmap features. 1. As for quality I did many test using different scenes and I must say that I don't see differences. Even Redshift looks better for my taste. It looks more like Vray, Corona in the terms of light transporting to darker areas. I reported this 2 years ago on Octane forum with rendering examples of the same scene rendered in Octane and Corona. Octane needs much higher material brightness to achieve the same results but it create overexposure on areas directly lighting by Sun which needs tonemapping to avoid this. But pure bright material in Octane will always be much darker in indirect light areas than in Vray, Corona and Redshift too. Without denoiser Octane is much noiser than Redshift using rendering clamped to the same time for example 25seconds rendering Octane : Redshift : As you see Redshift is brighter in shadowed part and color transportation is more pronounced but you can lower this by using Redshift diffuse clamping by little : Such thing and many others are not possible in Octane because it is biased renderer. In unbiased like Redshift you have full control about many render engine aspect like light transportation, which object can be visible in reflection in others or even every material can have its own environment map. 2. It is great integrated with Cinema. Materials are correctly represented in OGL preview, fully suport for C4D modern node editor with all features. 3. It has three rendering modes fast progressive just like Octane but for preview because it always be little noise final bucket rendering - clear, insane fast especially if scene grows with many vegetation objects RT on beta stage but this is truly real time, noise free engine just like game. It is only for realtime previews but looks very close to final. 4. It has special sprite node that greatly improve speed of rendering planes with opacity masks like leaves, even better shading : RS ( zoomed ) : Octane ( zoomed ) : 5. Node system. Octane has maybe 3-4x more nodes but to be clear - most of them you never use because there is no need or they produce strange results. Redshift nodes are very well thought out, versatile. Even simple gradient node is more powerful. Mixing materials works like old Octane mix material where you can mix existing materials using material reference node and you can mix many of them. 6. Redshift doesn't have texture displacement which is Octane strongest feature. But it have very good optimized geometry displacement which works like Unreal nanite virtualized geometry system where intensity of geometry subdivision level depends on distance from camera and it can be cut-off on areas which camera don't see. You can freely mix displacements so for displaced asphalt you can add displaced crack decal without problem. Thanks to stacked materials, this decal can be easily put in object just after main material. In Octane truly geometry displacement is terrible slow because it subdivide all large surface with insane amount of polygons. I forgot about one important feature like Redshift Proxy. As you know proxies are insane fast to render especially in animation because they doesn't need preprocessing time and they are very light to interface. 100 hi res trees as proxies are still much better than 100 multi-instances even if their visibility is set to off. In Octane if you want to change proxy material like color, brightness, or texture you must open Octane Standalone and edit them here by "eye" because you use default Octane scene, lighting. In Redshift you can apply different materials to proxy and edit them inside main scene without the need to use external software and scene !
    3 points
  46. Some thoughts that I have after my yearly Cinema 4D subscription was over 11 days ago. When I have some free time from 3D works I get Maxon One 14-day trial subscription to check it. And I was very positive surprised ! I used Redshift 4-5 years ago when it was at early stage and went to Octane. But I see that after years they did insane work to make it one of the best renderer which I used and tested. I get some of my raw scenes included product viz, interior and exterior with insane amount of plants with simple materials but included the same bump, normal and displacement maps. After tests I can say that Redshift have the same quality in the terms of light distribution and shadowing detail that unbiased Octane. It is little noisy in dark areas by default but it can be easy improved by changing settings. Octane is much faster to create the same image quality without noise using small scene like product visualization but Redshift is 2-4 times faster if scene is growing especially using many of vegetation with alpha masks. Octane is dying here compared to RS. I know how to speeds up Octane very well but Redshift as biased renderer has many settings to avoid it without loosing quality. Redshift is very well integrated with Cinema 4D. Octane has ( or had because month of absence ) great C4D developer like Ahmet who did great improvements but RS has no problem with using the new scene nodes like distribution which works as multi-instances. I think that RS material nodes are much easier to use and I can get better results within less time than in Octane. For example in Octane everybody use gradient node to manipulate images - in RS Ramp node is way better constructed without the way to manipulate gradient because it has included ranges, exposure and even noise. Many of nodes here are very well thought out even if Octane has it much more. Additional nodes reserved only for One users are great too like Ivy generator but it is like joke that they are priced... Anyway I'm going to stay with Maxon and going to Redshift from Octane. Many materials to rebuild from scratch. I don't have free time like year to learn Blender ๐Ÿ˜
    3 points
  47. yea i do agree that other software has a bunch of lousy complainers as well. I'm no evangelist for any software, particularly houdini which I think has many major flaws... I am happy with the work that c4d devs are rolling out, especially the multithreading/parallelism work thats being done. generally maxon so far with what theyve released is in the right direction development wise... my main criticism is just price hikes which are more of a corporate decision... regardless, I am in no position to switch to other software because I dont think they're any better. c4d is still my go to program and preferred workflow.
    3 points
  48. Every little step towards standardization of 3D assets across DCCs is very welcome. I hate buying assets with sub-par quality just because I'm used to the 'wrong' DCC. Go Material X, Go USD! Go all standards! ๐Ÿ™‚
    3 points
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