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Everything posted by HappyPolygon
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English is not my native language, although I do speak it fairly well some things are still vague for me... When people are talking about schools and students I understand Highschools and 16-18 year-olds. Are we talking about Highschools, higher education in Universities (Masters in Arts) or education after Highscool that includes a 2-year, usually providing poor expertise and a job description with the "assistant" prefix ? (unless it's a craft/art where the assistant description does not exist) We all have different experiences from our country's educational system.
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You should have mentioned that earlier. I've been selecting edges for half an hour....🤣 Any idea how to make that last grid regular ?
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Use the UV Pealer I then selected that thing and used UV Weld and Relax.
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I love this topo work. If you fracture it to more rectangular shapes it would definitely work as a field biome.
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I wouldn't be surprised if that ad was revealed to be done with C4D... None of the rocks or any other element interacts with the ground or the sand. Sand look very simple. They used the exact same radius for their spherical particles with the water scene and made them bubbles instead. I don't think they used X-Particles or even Thinking particles... simple perfect Sphere MoGraph dynamics should do the trick... For nice textures you should look at CG axis. I'm very satisficed with their work. adv.c4d I used a lot in this example. You have RedShift, you should use it on the Pyro. Disable particles for faster preview.
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That really cracked a smile on my face !
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This is supposed to be a live action... what kind of software did they use ? The quality is really good... could it be Unreal Engine ? The biggest question is - What was the audience and judges seeing ?
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I agree but this isn't a viable career strategy. Eventually there will be more character modelers than animators, hard surface modelers, environment modelers, texturers, and so on. So eventually C4D will get its users from people who want to be "generalists". Not every artist gets to work in a studio. Not every student gets to start with a position in a studio. Eventually they will start searching for an app worthy of their pockets and end up using Blender. I have no idea how US works, I don't even know how Europe works. But the way I understand this circle of life is this: DCC corporations lure production companies to use their software and production companies lure schools to teach those software. Schools lure students to spend time and money so they can earn an internship on a studio with promises of getting experience and get to work close to big names. Studios pay interns close to nothing compared to other employees and when the internship ends they ask for more students from schools. Students now are against the hard reality - art won't feed you. Some will find an other profession and some will stick to the art. Those who stick to art will immediately turn to Krita, Blender, Gimp and Inkscape. Now they face reality once more as they have to learn everything by themselves as they have been taught nothing about these in school. A percentage of those will become hardcore socialists/communists due to their bad experience with the capitalist system. Others will do the intelligent thing to save money to buy a cheap commercial apps like Forger, Affinity, 3D Coat, Vue, Corel, SketchUp and work their way higher to apps like ZBrush and rent a renderer or stick with Blender and start buying plugins. By now more than 50% of the graduate students have lost every hope because they don't have time to invest on learning anything new from scratch. Well that 50% can invest money to C4D. If they have the right freelance spirit they can have a revenue to pay for C4D and have something extra for themselves. C4D can deliver fast results with less fuzz than most other apps for most usual projects. The other 50% will ascend to Houdini. Maxon considers C4D its flagship and will continue to do so one way or an other. So they just have to keep it afloat. Pyro was one pressure point to motivate people using RS and people who left C4D due to its lack of volume support back to it. People also used to abandon C4D due to bad softbody sims. It gradually gains territory, Marketing is also on an other level with live streams, active YT channel and appearances here and there. Corridor Crew uses it often, Pwnisher uses it, Beeple made a good name out of it.... For me there are too many people actively promoting it to leave it without any significant updates.
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So what ? With that logic Autodesk is not the MaxStudio company. Microsoft is not the Windows company. And Rolls-Royce is not a car company. I think the hard-to-swallow pill for some users is the fact that C4D is part of an ecosystem of CG applications. All successful artists use more than one app to achieve the best results. As long as there are huge competitors out there with years of experience and R&D on specific areas the following will never be part of C4D or updated and if they do they will still not reach the same level of their competitors. Gas simulation (Pyro is not that great, it's better than nothing and without RS it's just air) Liquid simulation Granular simulation Garment simulation (it's hard to reach Marvelous Designer quality) Crowd simulation Particle simulation Video Composition Hybrid GPU-CPU rendering Procedural Texturing Rendering Sculpting Maxon provides applications to accommodate the following weaknesses of C4D: Sculpting - Forger, ZBrush Rendering - RedShift Motion Capture - Moves by Maxon Particle Simulations - Red Giant Trapcode Video Editing - Red Giant Universe Video VFX - Red Giant VFX Video Retouch - Red Giant Magic Bullet Video Compositing - Cineware Bridge to UE - Cineware for UE For me they look like the old Modules C4D had up to - I think - R12. You pay, you take a module. Now you pay you take a whole app. Are you serious ? They have more incentive they can handle ! They have literary 722 pages of descriptions of features. Why do you think they outsource Capsules to Chris Schmidt ? Why are they still hiring ? It's because developers aren't easy to find. Being a developer isn't a profession like being a baker. Every little corner of C4D that can be polished, every crevice in every feature that can be filled, every CG area that can be occupied, every available technology that can be exploited has been documented. It's just a matter of planning in order to develop what is best in terms of client needs, current trends, urgency of deployment, time of development and future usefulness. It's a hard balance. The future is bright as long as there is no WWIII and climate change.
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Texture help needed for a good cause: Star Wars!
HappyPolygon replied to 3D-Pangel's topic in Cinema 4D
That's someone else's problem. Maybe Disney just chooses to look the other way or they just haven't found out yet. I'm just advising 3D-Pangel to not spend money on things like these... not because he might get in trouble but because there are free options. -
Texture help needed for a good cause: Star Wars!
HappyPolygon replied to 3D-Pangel's topic in Cinema 4D
buy ? this is Disney property. You should only find it for free. https://www.gambody.com/blog/50-cool-star-wars-models-with-stl-files-to-3d-print/ https://sketchfab.com/3d-models/millennium-falcon-2c0783d083e44b959c691682b4cb1f16 -
For me they have delivered. They haven't delivered the way I want but they have. I can't use the editor much due to lack of proper documentation but I use Capsules all the time. As for the Node ecosystem I constantly bombard them with node suggestions (even XPresso). Whatever is missing from generators like Tracers, Cloners or whatever and I don't see any hope adding it to them I suggest a node equivalent or node component that can help make the effect. This way it's easy for them to know better the limitations of SceneNodes and whether it is more convenient to develop as a capsule or as a feature (examples: Thickener, Symmetry...)
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I want a boost in Spine manipulation features Interactive non-destructive individual point chamfer. Spline Outline Generator (SDF paradigm). Plexus mode in Tracer Outline Caps for open Splines Edge to Spline Capsule (there's a node but no Capsule) Manipulate Spline Graphs from XPresso Point Reduction Capsule Cage Deformer supports splines. Close Spline, Type and Intermediate Points for MoSpline Connect's Weld Points supports splines Spline Graph Editor enhancements like interactive panning and zooming, graph cycling, Distribute Nodes and Duplicate Nodes Other Point Cloud export from Pyro, Volume Builder and Voronoi Fracture. Use of the Pyro under the Volume Builder. Volume Stylization (AI) Centerline Generation from the Vector Import Keep polygons when extruding edges Camera/Light Field From all of the above of course we will see nothing except this: Spline Dynamics - Hard Structures.
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africa.mp4
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To be honest the best solution is to use the appropriate software for the job. Namely Vue and Gaea . Both (I think) has a GIS support for importing real geographical data. If you are a landscape modeler these programs (including World Machine and foliage plugins like XFrog, Forester etc) are a must. After you're done with the terrain geometry and texturing grab your paint brush and put some happy trees here and there ... The closest thing to the ecosystem brush in C4D is the Scatter Pen. But C4D doesn't handle well too much geometry, Vue on the other hand creates billboards for foliage and proxy geometry for procedural terrains all inside C4D. Rendering with vue is quite fast even with all the foliage except for volumetric skies in which case you'll need to start packing for vacation once you press the render button.
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How to rectreate the Chladni plate patterns in C4D
HappyPolygon replied to HappyPolygon's topic in Cinema 4D
After that answer I don't think they will change it. -
Alright, get ready ! ... for disappointment These are my findings: Long story short, you can't have it all procedural... up to a point. And its the Mesher's fault. It doesn't act as the Surface Subdivision retaining materials. Probably a feature and not a bug but let me tag @Cerbera just in case. So, let's begin. Prerequisites: Edge to Spline, humble contribution from NoseMan. Scene Nodes have a nice Edge to Spline Node but it's not a capsule so it's useless. We begin with a simple Voronoi Fracture on a Plane. Always drop the subdivision to 0. Next use the handy Edge to Spline and link the Voronoi to it Create a Cone and make it child of the Cloner. I use the Geometry Axis Capsule all the time to move the pivot around. Cones are trees and the center of mass needs to be at the bottom center. Now sign the Edge to Spline to the Cloner and a Random Effector with Absolute Scale. The fields are flat. Add a Displacer Deformer with a high scale noise to the Voronoi to add hills. Make sure use set the Projection Space to World Wonderful. Let's add color ! Use a Multishader and set it to Index Ratio Assign the Material to the Voronoi. Isn't this nice ! From now on everything goes downhill. Prepare for total destruction. To make the hills more round I use the Remesh in Polygon Count Make sure the Displacer Deformer acts on Remesh and Edge to Spline and enable Override Type and add extra subdivisions. Where did the colors go ? No one knows except Noseman. Now, you wanted to color with Fields. Let's try that ! Make two Color Vertex tags on that Remesh. Enable Fields and add the one to the other as a Variable Tag. Rename that to Smooth. We will use it to smooth the effects. Create a Material and add a Vertex Shader Effect and add the Smooth Vertex tag to it. Now on the other Color Tag I used the following for experimentation: Voronoi Field gives this : Edge to Spline gives this: and the Shader Field with Voronoi Cells and a Colorizer gives this which renders for no reason to this But it's OK because Cerbera doesn't sleep and he might take some time to report it... So there is no way to allign the field generated Voronoi with the how the Fracture creates borders. So we left the fields out and go back to the point where we left the Voronoi. Don't make a Remesh and make a Subdivision Surface instead and set it to OpenSubdiv. Addes some stripes to show how shitty the SubDiv is So there you have it. Procedural fields as far as the eye can see... fields.c4d
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How to rectreate the Chladni plate patterns in C4D
HappyPolygon replied to HappyPolygon's topic in Cinema 4D
I just had other hopes for C4D. I expected to be the exception. To make the pioneering step to convert all available tools to nodes. In other words don't make a system to simulate what others also can do but rebuild the way things already work in C4D. Take for example Vue and Gaea. Gaea can generate a terrain as Vue can but the nature of the node system allows to apply the effects non-destructively. But what makes Gaea superior to Terrain Generation from Vue is not really the node system itself but the unique tools that are not available in Vue. So (I imagine so) in their plan they didn't decide to make a node UI with all the necessary basic nodes for users to have the power to generate all the amazing stuff that the system can potentially offer (because the nodes systems are essentially snippets of code) but they incorporated unique generative tools in the form of a node (for example water erosion with flow map generation). This is the equivalent of dropping a C4D Generator in the SceneNodes UI. So far so good because this is already how the Node Editor already can be used. BUT... their node form hasn't been reworked to accommodate for the advantages a node System could (emphasis on that) provide. So instead of expanding/reworking/regrouping the node counterparts with their parameters Maxon decided to add more nodes to the pool. This is not different from any other Node System except the aforementioned Gaia which I never read or watched a tutorial on how to use and I was amazed how quickly and simple it was for me do things that I just thought on that moment. That's how intuitive their system is ! You just connect things and Terrain pops out ! In C4D (probably the same for Blender and Houdini) you need to know a lot before actually building anything. You need a plan and the know-how before having any meaningless output or any output at all. So what Gaia offers as powerful nodes, Maxon is up to offer since the past two releases with Capsules (which I love very much but blur the borders of the entity ecosystem in C4D and is purely a philosophical argument). Coincidentally when I suggested to Rick a node system, Maxon was already working on the Neutron project. And my suggestions, he said, were a very useful insight on what the project could adapt to, to make room for what I suggested. Well since then I'm always a step behind and there is no way to change the system but only to expand it as it it. So to cut the story short and to make sure I don't deviate the post from what it was suppose to discuss... or sound like I don't like scene nodes... No it's not. Not all node systems have be the same. Grasshopper for example is a nice twist compared to Geonodes of Houdini. What I was expecting (and I wish people communicated earlier) was this: A system similar to what old apps used to call Labs. Special interfaces (this time modernized with Nodes) to accommodate for modern CGI needs. For example: an interface for Tiling as an extension of MoGraph. an interface for modular generative/procedural modeling using prefabricated geometry (kit bashing) with high-level nodes based on space/object relations and a based on programming with restrictions. an interface for crowd simulations an interface for procedural landscapes an interface for evolutionary systems a C4D tailored Python-like programming language hiding and automatically taking care of data structure technicalities. Class and Attribute names are easy to remember as they are the same as the attribute names of the actual objects. Easy handling of objects in scene, easy creation, deletion and nesting of objects in the Object Manager. I think these are the areas C4D needs to expand to. -
I don't think this is possible without Scene Nodes or plugin. The closest to a variable length is this but it's not random and very slow tracerPath2.c4d I think Mesh-to-Spline can help you here https://rocketlasso.gumroad.com/l/mesh-to-spline-from-rocketlasso?layout=profile But I'm not 100% it will work on splines. You might need to contact Chris for that first and ask him.
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What kind of real-time demonstrations are they looking for ? I think for machines it's most appropriate to have that fake 360s which is basically pre-rendered PNGs around the object. It's about 12-36 camera shots that make it look like real-time 3D when you drag it around... far better than real 3D in my opinion. http://woosterwebdesign.com/experiments/360.html
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How to rectreate the Chladni plate patterns in C4D
HappyPolygon replied to HappyPolygon's topic in Cinema 4D
@HavealotThank you. I didn't know Scene Nodes could do that. -
How to rectreate the Chladni plate patterns in C4D
HappyPolygon replied to HappyPolygon's topic in Cinema 4D
Chladni patterns.c4d