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JohnDo

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Everything posted by JohnDo

  1. I guess there must a better and cleaner way, either with a C4D script or an external application ( I think Deadline allow this kind of command ). But in the meantime I think your workaround should work. It's a bit convoluted and it seems easy to mess things up but I don't have a better solution to suggest. For the takes it's easy : - create a first take : the parent take where you setup your scene as you want - then create two child takes, one for the animation, the other for the last frame + remote post effect Then create two render settings with the parameters you've described, and assign each RS to it's take by cliking on the little clap icon. Like this : Let us know if it works or if you find a better solution.
  2. Indeed it doesn't support GPU load, too bad. Regarding the Remote post-effect, just right-click in the Render Settings column and click on Remote to add to your current render setting.
  3. https://www.softwareok.com/?seite=Microsoft/DontSleep I use Don't Sleep for several years, initially to prevent Windows from restarting the computer (after an update) in the middle of a job. Recently I discovered some neat features to put the computer to sleep / shutdown based on some conditions like CPU load or network activity. And don't be afraid by the cheap website, it's legit and the software works great.
  4. No problem, all contributions and points of view are appreciated 🙂 Well it all depends on what you're expecting from an Asset Browser. I have the impression you were happy with the previous Content Browser, which allowed to search on the drive like an integrated file explorer ? I was not, because I already store all my assets in a structured way on my library drive, and whether I'm looking for something in the explorer or in C4D, the process is the same ( cumbersome and slow). On the other hand, the new Asset Browser allow me to tags items on top of the basic category storage, to sort items by whatever criteria you want, and to insert the objects in a really interactive and smart way, wheter be it a mesh, a HDRI, a light or a node group. And Cinema does it all rather quickly, much more than manually searching in folders or doing a Windows search ( I can't say for MacOS ). But the names are kind of hashed and the (flat) file structure is unreadable outside of Cinema 4D, yes. I guess it's a technical requirement for databases to be fast, because it's exactly the same deal for Quixel Megascans, and it doesn't prevent me from using it extensively for years. Indeed I have a good amount of textures and assets that I'll continue to store in a classic way, stuff I use often and that I'll always need whatever the software I'm using, but for specific needs in the context of Cinema 4D project, the Asset Browser can do a really good job. ( and could do an even better job if some assets weren't so static ) Did you try Connecter ? It seems a perfect fit for your needs, it combines assets storage in folders ( with human readable names ) with metadata stored in some external files. The software manages the metadata but the folders are still accessible and usable with the file explorer. Yes I used this function in the past but it was slow and it tended to slow down Cinema when importing stuff from other scenes or creating materials. I think it was checking too often texture links. I haven't tired the feature on the latest versions, maybe it's better now.
  5. Thank you for the response, but I don't know what you want to imply. We have exactly the tools at our disposal to create the same database as the ones provided by Maxon in C4D. Out of curiosity I tried the same process explained in the first post with Maxon's assets ( multiples objects with the same materials ) and yes, the same " problem" happens. So, same capabilities, but also the same limits. I think it's more a missed opportunity rather than a real issue unfortunately. As @srek said, there is no function to detect existing materials. In fact I tried the Asset Browser in Blender to get another point of view on the subject, and how it works it's exactly what I had in mind. It's pretty cool until you want to mass edit some tags and properties ( Still not possible, so dumb by 2022 )
  6. Hello all, I'm digging a bit into the asset browser introduced few versions ago, but I don't understand something. I have a big set of objects that I will have to use in several upcoming projects, so the Asset Browser seems a perfect fit. These objects share a good amount of materials. So I have stored few objects and did some tests, but the result is unexpected : Cinema reimport the same material again and again, even if it's already in the scene. I tested several ways to save the objects with the same materials : - one by one - all at once - save the material as an asset, apply it on the objects, the save the objects None of these tests changed the result. Each object import it's own set of materials, even if it's already in the scene. Even if several objects are loaded at once. Even if the materials are basic C4D ones and not Corona ( I'm working with Corona Renderer ). And the Delete Duplicate Materials doesn't even work, so no workaround here. So if I import 30/40/50 objects with 5 to 10 materials each ( but the multiples materials are "shared" by the objects ), the number of materials in the scene can quickly rise to the hundreds, which is absurd and makes the concept useless for my needs since I have less than 30 materials in total. Did I miss something or is this just not possible ? Thanks ! ( see the screenshots for the procedure )
  7. Just select an object of the same type in your scene and click on the Add New Version button. It will replace the object stored with your active selection. So in normal circumstances you want to import the asset, make the changes and click on the New Version button, without changing anything else ( e.g. : don't change PSR for an 3d object )
  8. Thanks Hrvoje ! Sorry for the delay, I have been struggling for several days with the nodes, but I think it paid off : https://imgur.com/a/dgpzrGa ( Scene Nodes performances are quite impressive, and it's in Full shading / slow mode.) It's not there yet, but at least the distribution part is working as planned. I failed to get use of the Distribution functions to this end, so I've used two Range nodes, very simple. The thing that took me way too long to figure out is that I've just had to use a Hash mode to get a random value to offset each row of planks. By the way, I have been looking for a long time for a "Random" node in the Math and Utility category, luckily I have a good habit of consulting help, where I saw that the Hash node is the way to go. Not very straightforward, maybe add a Random number node in the appropriate category ? I still have to find a way to generate the planks count from a surface area and do the final boolean operation. Thank you for the tutorial link, I'll watch it. Also I've found an old set of tutorials from yours, why it's not available anymore ? It seems interesting, EDIT : I can't find a way to embed videos, how does it work ? SN_FloorGenerator_v03.c4d
  9. Hello all, I'm trying to learn Scene Nodes and I have hard times translating some concepts from classic modeling to procedural logic. The low-level nature of SN seems really powerful but as the same time it's pretty unintuitive for someone without a strong coding / programming background. For my first project, I would like to do a wooden floor generator, ideally as a capsule that I could use on any arbitrary flat shape ( ngon ). I've watched the introduction tutorials available on Cineversity and look for few examples here on this forum. * Still, I don't know how to tackle the subject, currently I think about 2 possible solutions : A. Create the geometry from scratch : create the plank mesh, instance it as a wooden floor pattern and subtract the original shape from the new mesh group ( with a boolean ) to retain the original floor plan B. Modify the original geometry used as an input : cut the wooden floor pattern on the original plane, delete the gaps, extrude the planks I know that there will be many more steps between those mentioned above, but I hope you get the idea. The solution B seems more elegant but I don't see any way to cut existing polygons ( where are the Cut nodes ? ) For the solution A, I did not find a way to boolean two meshes. So, what would be the best way to tackle this idea, if it is doable at all ? Thanks ! * This is all the learning content I could find, please let me know if there is more somewhere else. It's a bit thin to become proficient at SN.
  10. Hi, You can check this article on Quixel website which gives an extensive definition for each material channel. And from my experience : Color : diffuse / color / base color / albedo ( the last one is not correct but whatever ) AO : in the collor channel, blend it on top of the color map in Product mode. Reflection : reflection / specular ( meant to be load in the reflection channel, don't use it ) Metal : metal / metallic ( load it in the corresponding slot ) Glossiness : glossiness / roughness ( in the corresponding slot ) Normal : normal / normalbump ( in the corresponding slot, check if your render engine follow the DirectX or OpenGL reference) Bump : bump / detail ( in the corresponding slot ) Displacement : height / displacement ( in the corresponding slot ) All maps are meant to be used in linear space ( color profile : linear or gamma 1.0 ) except Color, AO, Translucency Color. Hope it helps,
  11. Hi @BastianJa, with V-Ray you have to use V-Ray materials, not the C4D one. Look in the V-Ray dropdown in Material Manager.
  12. Your render has just clamped highlights. Add an Exposure layer and lower down Highlight Burn parameter, or a Filmic Tonemapping layer. But the best would be to adjust the exposure in your scene first : the camera exposure or the light intensity.
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