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foxtuon

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Everything posted by foxtuon

  1. never mind, I just found it, this tiny icon :S
  2. When adding items to a category in a user database, it always show version 1.0 which leads me to believe I can update same asset (keeping the asset ID) to various versions 1.1, 2.0 etc. Now how can I do this? what am I missing ?
  3. I'm an R21 user, but at work. I get to use S26, and I feel I'm a year late voicing out my complaints 😄 jk But for real though, I am missing few things and don't know if they're gone for good: - In R21 I was able to make multiple instances of Content Browser window pointing to multiple folders and favorites, and maintain those windows saved in my layout (ex. a tab for textures, a tab for models, hdris and so on) -- Now in 26 the (Asset Browser) won't maintain the locations I save the layout when they're open. Now I have to open the filter every single time to navigate to my commonly used locations and hide all the clutter. is there a way or a workaround for this? - Second question about (Path Selection) in R21, if I check the add to selection set box, it will maintain the selection after I release the mouse button and keep adding up to the selection (acting like shift key pressed all the time), now in 26 it keeps replacing the previous selection, unless I keep holding the shift key. ( I think just I miss the old method) Everything else in S26 is awesome tbh.
  4. I couldn't figure it out, but if the multishader is the only solution for this, I guess it has something to do with the relation between current clones count to the the available slots in the multishader. curious to see the solution to this one. good luck.
  5. Try the "RS Integer User Data" with Mograph Object ID instead of Scalar Data. I see now It gives the same result. false hope 😄 sorry
  6. Hey TDR, I can't really pinpoint what you mean by clean edges. but if we are talking about pixels or aliasing, then maybe try to increase Unified Sampling (Gauss) filter size to 3.
  7. 😄 Noooo .... it worked flawlessly. You know what would be extra cool, that I might post as request in CVForums. is to be able to add level digit, to create a sub folder for each level 😄 Thank you so much, I'm excited I don't get to manually name my render takes.
  8. Seems like it is available in CV-Token, thanks for pointing this out Might 🙂 . Will give it a try tomorrow and see how it goes with S26.
  9. Hey guys, I'm building a take system with nested takes. I can name my output using "$take" which uses only the current take name, regardless of the main take, parent takes. Is there a way to extract the take hierarchy for output naming, like "TakeParent_firstChild_secondChild" ? to avoid manually naming each individual take or else I risk overwrite renders. Thank you 🙂
  10. Very interesting. I just found out, (Refraction affects alpha channel) won't work. once you introduce saturation/hue values above 0 in transmittance color. In your scene once I dial Hue and Saturation values back to 0, the proper alpha appears. maybe report this issue to RS support.
  11. I guess then I misunderstood the challenge. So you are trying to cast a shadow inside the diamond on the lock? if so, using a sky/dome light is not the best way try a spot light instead. also the refraction/transparency of the diamond shader might not cast any shadows.
  12. Like what Happypolygon mentioned, I also think you might need to increase the trace depth values. Try to increase it to 20 or so for Reflection, refraction, and combined here:
  13. I totally agree with you Cerbera, it is the artist's skill. I'm just almost a week old in Vray 😄 and needed a second opinion from Vray users. And yeah Imashination, I still think RS got all it takes for me to reproduce the look and feel needed.
  14. Hi folks, I know it is not easy to say this better than that. I use Redshift, but my workplace is leaning towards changing to Vray. so for those of you who got to use both renderers (Vray/Redshift), which do you think provides better integration and shader control for accurate product renders in C4D (painted metals/plastics/photo-realistic). I already downloaded vray trial. so far, I don't see any huge advantage to justify the transition. Your input is much appreciated.
  15. I had high hopes, and saved some cash on the side for this one. but nah, I will stick to my R21. I would rather grab a 2year Houdini indie license for a fraction of the cost. before Sidefx turns into another Maxon :(
  16. That's exactly what I was looking forward to hear. I am taking it easy with Maya right now. Thank you so much 🙏
  17. This is good to know! I was thinking I have to give up one to progress with the other. But yeah, good to learn both!
  18. Hi folks, I've spent the past 2 years learning and investing in C4D. And I love it so far. But... I've accepted this job, and the workplace uses Maya. It's cad related production style job. So long story short, I am learning Maya now, and it's just so hard for me to unlearn the way I approach editing, process, tools, shortcuts, etc.. My question here: Is it usual that you keep using those 2 pieces of software (Cinema & Maya)? and is there way to modify the Shortcuts in Maya to speed up my transition? for example, I can't find alternative to Polygon Pen tool, or a way to preview loop selections as I hover before selecting! I also miss how fast I can extrude, bevel, or slide without having to click pop up windows! I'm not debating which is best, both are amazing tools. I just don't want to give up Cinema 4D, Mograph, or X-Particles 😄
  19. Okay here is what I made: *Maybe add a limit to particle travel, which will limit the length of the trails, either by keyframing the curl noise or add a speed control as in the scene attached. *A follow surface modifier can add some variety, as well as constraints and particle connections. Again I'm totally new to all this so maybe there is a faster way to do this, as this sim takes quite sometime to run. https://www.dropbox.com/t/rm3uypqMiYiZ9uZk good luck. -Heads up, Redshift renderer, C4D 21, and Xparticles.
  20. Okay, total newb here. I had an idea that might help idk! I also used xparticles here not TP, maybe a TP guru can shed some light 🙂 So, the structure was a particle volume. a collider mesh as well. some curl noise, turbulent noise. an emitter with long life to build the walls, then another with a short trail to create the moving ones on the outside. unfortunately my machine isn't made for such massive structures 😄 .. I also tried the round corners in the rs material to create the slimy/thick intersections, but apparently it doesn't work on RS curve objects, or I don't know how to configure it. here how it looks.
  21. S22 made me miss the golden days, when you owned the software CD and license key!! Software developers back then made money too. I still have my Alias Wavefront Maya 3 CDs 😄.
  22. I'm just not happy that this update is only for subscription only! I wonder what are the technical obstacles that blocks these new features from being available to perpetual upgrade.
  23. So active MSA Perpetual holders (like myself) should ignore everything S22 and go hibernate. wait till MSA is over "later this year" and pay for the upgrade 😄 not cool! unless I got it wrong!
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