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kweso

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Everything posted by kweso

  1. Hey guys, again it seems I do not get any notifications for replies to my posts. So sorry for not reacting. I will check your responses the next days and get back to you. Just dont want to come across as unthankful. Really aprrechiate your tips...
  2. Hey all, for a couple of years now I provide some of my clients with highres photorealistic renderings and animations of their products. For that I optimize and modify their CAD files in C4D, add stuff that is not contained in the CAD and create materials. Now one of the clients asked if I can make a 3D-webviewer. But those machines are built of hundreds of parts with millions of triangles altogether. You can forget about automatic remeshing. Importing the STP-files in C4D with lower settings results in ugly abominations of those objects and still are to heavy for web. So my question is: Do you know of any tools that have another way of interpreting CAD files than C4D? Does anyone work with Soft8soft Verge3D? Or do you know any online services that offer remodelling for a reasonable price? Thank you very much, kws
  3. Yeah. After I posted, I thought that in CG you won't need such a perfect shape to achieve non-representative textures. Will take a look at that video after cooking... Laters..
  4. Hi all. Just found this article about a retired mathematician who found the so called "Einstein" tile. That would be a single tile that can be tiled gaplessly without producing a repeating pattern. https://arxiv.org/pdf/2303.10798.pdf Now I wonder if this could be used in CGI to use a single texture that never shows repetitions. I don't know if this is relevant in any way. I just love to see when year old math problems are solved in my lifetime and I like observing how abstract science finds its way to applied technology... And I had to tell somebody about this (but nobody in my immediate circles would care 😉 ). Anyways. Have an awesome weekend!
  5. Hehe. True. And verbose. But still not that helpful 😝 Anyway, had a chill las workday: So, enjoy some peace and quiet... See you in 2023...
  6. Thank you. Well, actually the ( i guess single) problem causes different issues: Problem: With OCIO/ACES on, imported Adobe Swatches (ASE) come in as "raw". Meaning: in the C4D color chooser the rgb values are only correct in the "raw" tab. In "sRGB", "render" and "display" they are actually off. In order to get correct colors in VP/IPR/PV the values have to be correct in "sRGB". Issue 1: Using the ASE importer gives incorrect colors. I#d have to create my swatch groups in c4d manually. Which can be tedious. Issue 2: Even if I enter my values manually in "sRGB" mode, they are correct in viewport and renders, but in the swatches or used as object or layer color, they look wrong... Thx PS: Very merry christmas to all of you, too!!
  7. According to Ashley it is already (quasi-) standard. But what do I know in my little provincial studio?* I played q little more since I posted. And I think the ASE-Importer and/or theC4D-UI needs an update. Otherwise it seems to work quite OK. When I figure out 16 bit PNGs and the Arnold input color spaces, I think I am Ok with my poorly calibrated Eizo. In the end, its the numbers that count for corporate colors... Thx anyway...
  8. Edit2: tl:dr in bold at the end of the post. So as my profile might already suggest: I'm on C4D with Arnold. Always on the latest official release within one or two weeks. And ever since first Arnold and now C4D offered OCIO / ACES settings, I went for it. Because Chad Ashley and a similarly priggish friend of mine sayed I have to, it would make everything easier and look better. And actually it seems to do a pretty good job. But I hated the subject since "color management for print process" seminar in university. Even now there are a few issues that really break my brain (less relevant issues first): 1: 8-bit PNG textures output the correct color. Even regardless of the input color space of the Arnold node ("raw", "sRGB", "linear sRGB; scene-linear REC709", "ACEScg") This is nice. But the latter still confusing as hell. Would expect visible differences. Unless this is only relevant for 16/32 bit assets. 2: For previews I always render to 8 bit PNG. So I baked the color profile into the output file (arnold render settings -> color management). This works great for textures (see point 1) and some other cases (more later). And rendering to OpenEXR 32 and assigning "sRGB" or "ACEScg" in After Effects works also great. But I don't like EXR that much, because file size and slow After Effects. So when I still want some dynamic range I like to render to PNG16. But now I realized first: I still have to bake in the color profile (despite the tooltip saying: for 8 bit images) and second: PNG16 reacts to color correction in AE (eg "exposure" or "levels") the exact same way as PNG8. Are PNG16s useless? And now 3: The clusterfuck: I used to use the ASE-Importer (I think "CV-Swim"?!) to import color palettes for a personal beautified default palette as well as corporate colors for my clients. After switching from basic C4D color management to OCIO / ACES the colors in my saved (global) swatch groups looked correct in the UI (color chooser or eg used as layer color in the layer manager). But they now show a much brighter color in the color chooser main/current color box. And in the viewport, IPR and rendered to PV alos shows the wrong, brighter color. I tried to manually create new swatch groups within C4D by picking the colors from a loaded image in the PV (using the image-function in the color chooser does the same). Now the colors seem correct in the viewport and most important after rendering (IPR and PV). But now they show to dark in the UI. And this way I would have to create my swatch groups manually as oppose to import a ASE. One funny thing in addition: After I went back to "basic" color management, the swatches where messed up even more (see bottom right in my chart - if you want). I made a chart with screenshots of all my different settings (see attachment). I made this mainly for myself to eventually understand whats going on. Maybe this old dog can still learn a new trick 😉 But you can ignore the chart. My only real question is: In order to use OCIO/ACES do I have to live with the fact, that my colors look different in the UI and VP/IPR/PV? And live without the ASE importer? Or do I just go back to basic color management? In any case: Have an awesome time over the holidays. And let some peace in (and out) in this crazy times. Thank you all for being there (here)!! kweso PS: In the chart I have four columns: Two with the sRGB preset and the right two with ACES preset. Each with the swatch from the imported ASE selected (for RGB display) on the left, and the swatch generated within C4D seleced on the right. Edit: since Core4D obviously shrinks the JPG: Here the full size chart: https://drive.google.com/file/d/1rywj2t41f9nWJc7OqVUpPHD_iglv76TL/view?usp=sharing
  9. Hey, with the boolean for the cutout AFTER the sphere thickness, the border of the cutout (lime green) normals are along the cutout object. with my cloth thickness after the cutout boolean, the border normals are always perpendicular to the sphere normals. Two problems with the latter: 1. as originally mentioned: I can't dynamically have a selection for border and inside faces in order to give them different materials 2. it's ugly (not a clean thickness like it would come from extrude PS: the op file link is updated with the new stuff...
  10. kweso

    01_01_Schule_klein

    The Clouds!!! Amazing
  11. I will. But I might have a solution myself already. Will get back to you. (In a few days. Other work...) Thank you for your time so far...
  12. Unfortunately, this way the cut border of the opening is following the tangent of the cut-out object, not the normal of the sphere surface. This makes a really sharp edge on the sides. Maybe I'll find a workaround...
  13. Ah yeah! I can make the "thickness" with another sphere. Of course! Thanks for the input!
  14. So, making my sphere thick is not a problem. "Solidify" or "Extrude"-node inside a geometry capsule are all capable of achieving that. But I still have no concept on how I would apply different shaders to the outside, inside and the border part. I would either need to generate some kind of dynamic selection tags to use in the material tag. Or I apply the material inside the capsule (if that is even possible)... cheers, kws
  15. Ah... just after I posted this I thought of switching the cloth surface with a node based (capsule) polygon extrude. I'll get back to you. (Sorry for spamming the board)...
  16. Hey all... so Cloth Surface does not seem to have built in selection sets (like Extrudes). Would that be possible via Xpresso or Capsules? My problem is that I have a Bool in a Cloth Surface and I think I need to keep the generator because I want to animate one of the bool-objects. I made an example scene and here is my setup in sceenshots (left: generator with animation; right: made editable and manual selection sets for the materials, but no more animation): https://drive.google.com/file/d/1_-G9Fw2giHuZ5XwXEBQXUq-LTm1loQJi/view?usp=sharing Thank you for any tips! kws
  17. @Jeff H1 During development you can always use something like extrude or similar to show the result. @srekthanks again. But I have to say. With some time I'd probably have been able to figure out "edge info" and how to iterate through all edges with the iterator and "Get Element". Getting the distance and creating the condition is basic programmings stuff. I would have been able to find that, too. But the nodes "Build", "Compose Container" and "Append Elements" are something I probably couldn't have found out by myself. Will have to check the docs on them. But still, something to wrap a brain around several times 😉 Anyway. I now have exactly the fish I wanted to eat. Hope to find the time to learn fishing in those waters myself a little more. Thanks again!!
  18. Awesome!! Since I can't find a "Select by Edge Length" node in the asset browser, i'd imagine that is a custom one? Could you be so kind and remind me how I can create one and/or see "inside" the one in your example? Thank you so very much!
  19. Hey, is it somehow possible to limit a bevel to only short edges? I tried to create a node capsule that does it, but I can't figure out how to select edges less then e.g 2cm in length. Or is there another potential method? Thank you very much... kws
  20. Thanks anyway! Well you know, sometimes I just need to write stuff down in order to break it down and find the solution myself. Maybe this helps someone else in the future... Laters, kws Btw: did end up, not using selection objects but rather "inexcludedata" in the user data. Keeps my object manager a bit cleaner...
  21. How the hell am I supposed to know that my input type of choice should be "c4d.InExcludeData"? Anyway. This way I can get the contents of selection objects into my python node as iterable lists. Then my "hacky" concept works (see attachment). If you guys still have suggestions, please let me know... thx!! configTestNew.c4d
  22. I think the problem is connected to the fact that "ObjectList" does not provide the python node with a list, but rather executes the python script once for each item in that list. Is there a way to get my predefined lists of objects into python as a python native list? Be it either the python node within xpresso or a python tag. Eg, can Python read "Selection Object"s? thx!
  23. This is how I had it before. But this only works if every object is only in one group. As soon as on object is in two sets, it might be turned invisible, if that group is processed after the currently active group. configTestold.c4d
  24. So I continue to work on my original idea: Integer-User Data on my root null. xpresso on my root null in there several "Object List" nodes, my null with the user data and a python node with from typing import Optional import c4d op: c4d.modules.graphview.GvNode # The Xpresso node doc: c4d.documents.BaseDocument # The document evaluating this node tp: Optional[c4d.modules.thinkingparticles.TP_MasterSystem] # Particle system def main() -> None: global Output1 Output1 = version if s1: s1.SetEditorMode(1) s1.SetRenderMode(1) if s2: s2.SetEditorMode(1) s2.SetRenderMode(1) if s3: s3.SetEditorMode(1) s3.SetRenderMode(1) if s4: s4.SetEditorMode(1) s4.SetRenderMode(1) if version == 0 and s1: s1.SetEditorMode(2) s1.SetRenderMode(2) if version == 1 and s2: s2.SetEditorMode(2) s2.SetRenderMode(2) if version == 2 and s3: s3.SetEditorMode(2) s3.SetRenderMode(2) if version == 3 and s4: s4.SetEditorMode(2) s4.SetRenderMode(2) This works fine if just one Objetlist is connected: But as soon as I hook in the second one, it's disabled: It is the same if I use "Link List"s with iterators instead of ObjectLists. Any idea? Thank you very much! configTest.c4d
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