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Mike A

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Posts posted by Mike A

  1. I'm another one currently on R21.  I really hope Maxon deliver enough in R27 to tempt me to upgrade, but having got reasonably comfortable with the basics of Houdini over the last few months, I think that will be a tough call.  £2K for a C4D upgrade vs sticking with R21 and Houdini Indie at £165 /year - what would you do?

  2. One thing I would add to Igor's comment: Houdini is a learning challenge beyond all others. For a specific project like this you could mainly focus on the things you need, but without a general foundation in 'the Houdini way' you will almost certainly have days of despair, so just be forewarned.  Probably the best tool for the job though : )

  3. Tony,

    Apologies for the delay in response.

    It looks like we might be competitors : )

     

    Nevertheless, here is a link - second link on the page - Vantage Graphics - aaOcean documentation  to some expanded aaOcean documentation I wrote. this might be helpful to you.

    The one thing to note is that the aaOcean shader will only work in the context of the older Xpresso based Redshift shadergraph, as the newer 'Nodes'  system doesn't support the previous C4D shaders.

  4. The first question: how much ocean do you need to see?  If it's a small patch - something like XP might be workable. If it's a view to the horizon you'll need to take a different approach. Sometime ago I did this using displacement with a plugin called aaOcean and animated texture and displacement maps in Redshift. It was a boat load of work : )

     

    It was also intended for long and medium shots - so if you want a close up, especially a bow closeup, this wouldn't make the grade.

     

    aaOcean was a plugin for C4D that was kindly updated for R21 by Kent Barber - a member of this forum. The following example was done in C4D R21.  I doubt it works in R26 and the link on Kent's site seems to be dead.

     

     

     

    Houdini has just added a 'Kelvin wake' deformer in V19.5. That would be my direction if I was doing this today, but that wouldn't be practical if you are not familiar with Houdini.

     

     

  5. I couldn't agree more with Dave's comments above. Blender is racing along the track and C4D seems stuck in the garage. The only impressive example I've seen was a fleeting glimpse of Noseman's building generator. The others I've seen have been isolated technical demos of how to reproduce some deformer or effect that already exists. I don't intend to dismiss the samples from Hrvoje and others on this site at all - I'm sure those examples could be really helpful in developing a more powerful setup. But, as Dave asks above, where are those impressive examples of scene node power?

    I really hope C4D sees some significant positive movement with scene modes in 'R27'.

  6. 9 hours ago, hyyde said:

    Apparently opacity is not the way anymore...

     

    Sprite = fully transparent or fully opaque only, ie a binary type of transparency. So if you want something cleanly cut out - a leaf texture is a common example - its a good option. It's faster than...

     

    Opacity = can be used as above, but also supports any degree of partial transparency.

  7. 34 minutes ago, MJV said:

    there is absolutely no reason this can't be modeled in C4D

     

     Did anyone say it couldn't be?

     

    Quote

    ...and also no reason to use booleans ever for anything. 

     

     

    That would suggest you've never used 3D solid modelling software,

     

    Every tool and approach has it's pros and cons of course, but feel free to keep hammering your nails in with a screwdriver.

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