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grain

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Everything posted by grain

  1. Where's the tweet that says that? Be pretty crazy if it's true.
  2. Yep that's right. I wonder if this will translate to faster object handling in things like character animation, high object counts etc. If it speeds up those types of work then this could be huge! If not and, and it's just a shiny new viewport then it's good but not a complete game changer (at least for me).
  3. Definitely get the demo, it's a great introduction to GPU rendering and will give you a good idea of how quick your machine is. A consideration is that prorender is OpenCL which (on PC) is not as mature as Cuda.. so this might be a controversial statement but I would say Octane would run faster than Prorender if you've got nVidia cards.
  4. I think pro render will be OK for animations for a base pass, by the sounds of it. For full c4d shader support not so much. I've used Octane on a few jobs and it works pretty well, so long as you don't want to do multi-pass compositing. You can output render layers but there are issues with object IDs, shadow catchers, things aren't perfectly worked out there yet. Assuming you can get what you want "in camera" and do minimal post work in compositing then it works well, and I assume this will be the same for Prorender. On a single GPU like the GTX 1060 you won't really notice a big bump in speed from CPU rendering (unless your CPU is pretty old / slow).
  5. First impressions - Voronoi upate is great, new sound effector great, poly reduction w/ UVs is great, OpenGL viewports are nice. Prorender looks like a decent option if you're on mac, so at last those poor folks with trashcans have something to get excited about.
  6. Remember when .5 releases were a big deal? Miss those days.
  7. Hey Kbar, fantastic stuff man. There aren't many of these high level tutorials around, this is really interesting! Thanks.
  8. I was on a holiday when you posted this, I'm surprised the forum is so quiet about it. Awesome work man, fantastic. I gotta say watching your development since you first joined the forum to where you at now is really inspiring. Congrats!
  9. You're going about it the right way. If you project the texture from the video over that geo and then bake the material, that's the general process. Lots of tutorials explain this, have a look for Matte Painting and Projection Mapping in C4D.
  10. Some short answers: 1) Most C4D users are generalists, with a particular speciality that they are best at. A big part of being professional is knowing your own strengths / weaknesses and being honest about them. 2) Showreels can be what you describe, where a person is an animator working with assets created by other people and comped by other people, but as I mentioned above, most C4D users generally do a lot more of the job than you'd find in bigger studios. If you're working at Pixar or Framestore then you might just be a Rigger, Animator or Modeller, but if you're working with C4D a lot then its much more likely that you're doing more of the roles yourself. I've worked at the Mill, Man Vs Machine, Nexus, Art and Graft and quite a few others and the C4D guys are nearly always generalists who are scary good at everything. 3) I'd say no, personally, if you're just starting out you should just do every tutorial you can get your hands on and then cut together a showreel of your own stuff. Senior artists who appraise your work can spot tutorial content a mile off, so if you have an personal projects you can do to differentiate yourself then that's a great selling point. To get a junior job you just need to show passion, a level of technical ability, design chops (which hopefully you've got currently), and a willingness to put in work. It's not the sort of profession that cares too much about academic qualifications and how many courses you've done. You don't stop learning once you get a job, you learn more, faster. If I'm not scared about some aspect of a job (because I don't know how to do it) then I feel like I'm being lazy and not pushing myself enough.
  11. grain

    Bernie

    Really nice stuff guys, looking awesome.
  12. I think that looks great, can't really fault it. The only thing that catches my eye as something weird are the glass baubles in the bowl. As a table ornament it seems a bit "CG". Perhaps if it was a coffee table book or mug or just something different in the bowl. It might be nice to play with a version set at dusk, with the overhead lights switched off, bit of blue light coming in the windows and the hanging lights illuminating the counter.. But that's no fault with this image, just an idea for something that might look nice. Good one!
  13. grain

    5 minute cartoon

    Haha, that is bizarre and amazing. Really lovely, congratulations.. must have been a TRUCKLOAD of work ;)
  14. Sorry not trying to bash, just putting my 2cents in. I am zen! Animating water, it's great. As we were.
  15. I agree with this. I still love C4D but since investing in other render engines and 3rd party plugins I could conceivably be still using R15 and not much would be different. Speeding up object handling and in C4D dynamics would be huge for me.
  16. Alongside C4D I'm using after effects, 3d coat, houdini (a bit, still learning) and rendering with octane and redshift. Also learning davinci resolve as well, it's quite a powerful program and has a really nice interface. It's funny, I think I could basically still be using R15 Cinema + plugins + the apps I just mentioned. I think it depends what your focus is, if you want to be a generalist it's good to always be looking around and learning new programs but if you want to deep dive into a speciality, say modelling & texturing then you don't need to use as many apps. If you want to get into FX I would just learn houdini all the way and not worry about cinema.
  17. Stay strong bob! It's super common. It happens on commercial projects as well, but not that often, as it's quite an expensive proposition. Pre-production, storyboards, animatics, tests, are all standard ways you try to solve all the problems (technical and creative) that might crop up during production. Even with all that, sometimes you'll get to a point where you just know that it's not working. On most big budget features they always allow for reshoots after the main shoot is finished because it always changes shape when post begins, they pretty much know that it'll take some panel beating to get it into shape. And then you still end up with Batman Vs Superman and what can you do?
  18. New intel chips announced for later in the year are pretty rad, basically i7's with xeon levels of cores. I sort of can't wait to get a new PC with all this new kit that's being released.. http://www.anandtech.com/show/11464/intel-announces-skylakex-bringing-18core-hcc-silicon-to-consumers-for-1999
  19. grain

    FAQ

    Sure, go for it! Sounds like a big job.
  20. That is awesome and hilarious, great job!
  21. Amen to that. And I agree with this thread, the super contributors keep C4D cafe going and high quality. Thanks guys!
  22. Yep metaball with line does a decent job if you play with the settings. My handwriting isn't very sexy in this one though.. getstuffed_metaballType.c4d
  23. There is a bit of a pop, it depends how the animation works. I used it to create a flock of birds and made a few different groups with different wing speeds. Because they're small and there's lots of them you don't notice the pops, but for a close up you probably would.
  24. Use particle groups, and have different animated models for each group. The group that rests on the plane have very slow / still wings, and the ones moving towards / away from the plane have faster flapping wings.
  25. Hey man really cool stuff. Model looks great! I'm sure some folks here will wanna see your quads in a wireframe but let me just say I like it!
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