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Lonchaney

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Posts posted by Lonchaney

  1. For MY workflow I disagree with point 6. I prefer using stand alone programs to create my sims because they run much faster allowing me to be more productive. I can set up a typical sim in an hour or two but it's the fine tuning that can take forever to get right. Making those adjustments in a stand alone program (Houdini, EmberGen) will be much faster than making them within C4D, hands down. We all have our preferred workflows so whatever works for you, go for it!

  2. Upgraded C4D and RS to the most recent versions yesterday and was looking forward to a few new pyro renders but all I'm getting are crashes. Seems like a lot of others on discord are experiencing the same. I'll have to put off experimenting until my current deadline passes...I'm getting too old for this shit!

  3. I've been using this workflow for my gltf export;

    C4D to fbx (with proper UV's)

    Create texture maps in Substance Painter

    Export to Sketchfab directly from SP

     

    If you don't use Sketchfab you can use Unity and a free export plugin made by Khronos Group that also works well.

     

    I converted over 100 CAD files last year for import into Three.js library, some with and without animation. I have not tried using Blender yet but others on my team use it exclusively and it also works well.

     

  4. 2 hours ago, 3D-Pangel said:

    I know Mike recommended HipFlask but for someone who just wants to dip their toe into the Houdini world, I am looking for "free" tutorials first.

     

    Dave

    This video may give the average C4D user a taste of what it's like creating a scene in Houdini vs C4D. They also have a great Houdini donut tutorial for Blender users.

  5. I'm always looking for short (5-7 min) project based tutorials using Houdini's shelf tools. If you are not familiar with them, they are premade setups that can be added very easily to your scene with just a few clicks. Want to turn a static object into sand or water? Need a drip sim? Want to add animated condensation on your object? Need a crowd or drive sim? Ocean with whitewater? The list goes on and these are easily done with 1 or 2 clicks using the appropriate shelf tool. While some users prefer to setup their sims manually because the want to know what each node does (nothing wrong with that!) I personally don't care as long as it looks good, can be exported to ROP alembic, and imported back into C4D. Time is money and I need a rapid solution that gets me in and out in the least amount of time with little hassle. Sure, I can always deep dive into the nodes later to see exactly how everything works, but sometimes I'm on a deadline or I'm just not interested.

     

    I think a lot of people are put off by the steep learning curve associated with using Houdini or the different "mindset" needed compared to other DCC's but it doesn't have to be that way. I've created sims using these tools that I'm embarrassed to admit how little time it took to setup especially when compared to using X-particles and Realflow. I still enjoy using C4D as my primary DCC but Houdini works perfectly for me as another tool to fill the voids where C4D falls short.

  6. 1 hour ago, Arte said:

    Yes, when you only need to prepare a model, that's fine, but when you also need to export animations, morphing animations or bone animations, you need to have a whole scene hierarchy for programmers, then it would be good to have it in C4D.

    In larger scenes with animation I still use SP to bake the maps but then export for Unity. I rebuild there and add animation controllers (if needed) before I hand it off to the developers. GLTF export from Unity has worked great for us.

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