
Jeff H1
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Everything posted by Jeff H1
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Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
Jeff H1 replied to HappyPolygon's topic in News
I started in on the OpenPBR material with the new Redshift. I was surprised to see it in there till I saw that Autodesk also included it in Arnold this last release as well. The future is now... OpenPBR. Saul Espinosa says it's the only shader he uses now (RS + Houdini). Subsequently, I just sent a ticket to maxon to have it included in the default material dropdown. -
Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
Jeff H1 replied to HappyPolygon's topic in News
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Update on various DCCs and CG Technologies - (January/February/March 2025)
Jeff H1 replied to HappyPolygon's topic in News
Autodesk released 2026 versions of their apps -
Update on various DCCs and CG Technologies - (January/February/March 2025)
Jeff H1 replied to HappyPolygon's topic in News
Substance 3D updates shown at GDC. Yes... an INDIE bundle. NO.... mention of deepened support for C4D with expanded USD (or material X). https://www.awn.com/news/adobe-substance-3d-updates-unveiled-gdc Substance 3D Painter - The ‘Filled Path’ feature is a new Path Type that allows users to ‘fill in’ a shape traced on a model’s surface. Path improvements aim to give greater precision and flexibility. A new unified export window streamlines exporting. Substance 3D Designer - Introduces improved rendering technology for more realistic previews. Substance 3D Indie Bundle - Includes pro tools for independent creators who want access to professional-grade tools at a lower price. The software also boasts deepened support for Blender, Unreal Engine, Unity, 3ds Max, and Maya. Expanded Universal Scene Description (USD) support allows for smoother and more efficient asset movement between applications. Press release from Adobe: https://blog.adobe.com/en/publish/2025/03/17/create-faster-export-smarter-whats-new-in-substance-3d-painter -
Unless it’s not in File. Maybe it’s a tag? We’ll see!
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it doesn't look like Maxon is streaming while at GDC, or at least I don't see anything on their YT or website. https://www.maxon.net/en/event/gdc-game-developers-conference-2025
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some beans have been spilled: [2025.2.0] I see Simulate and Create are yellow....
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Any rumors or tech previews floating around for next month's release for NAB? I see Maxon is at GTC this week. I don't do X but I understand that Dave McG teases stuff there. I'm imagining more refinement to particles and pyro as the main focus.
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I wonder if you could make the rope stiffer. the other thing to try is to subdivide the spline into the number of link segments and make the spline Linear. This way it would act more rigid?
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Have you tried using the rope simulation tools instead? I stripped out the chains... This is in 2025. Some earlier versions may not work as the dynamics stuff had changed I think in 2024 on up. There are some tutorials out there on creating ropes using the newer simulation tools like: Wrecking_Ball_Sim rope.c4d
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I really dig the effect.
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no the original file was marked. I was able to open it in R26/2023 and it didn't show that pop-up.
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I got it sorted out. I had to click on Use Deformed Points in vertex map (small tweak) then get the Radius of the splines in Fields correct. The math in the node is just meant to clamp down the radius, sort of as a matte for the round corners to only work in those areas. I didn't perfect it but got close. It seems to be very fickle.
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I watched an interesting video showing how to combine Vertex Maps to control Round Corners via the radius on a specific material. The problem is I don't understand the math behind it and it's in Chinese. He's using Vertex Maps with splines in Fields to get the desired Vertex Maps. He then combines them with a Multiply node. That drives the Radius in the Round Corners node. The math I'm not understanding is he reverses the New Min and Max, with 6 being the desired radius of the text on the bottom of the bottle and the 0.62 being the radius for the glass edge on the side of the bottle. Is that reversed because he uses an Invert on the bottom Vertex Map? I tried this myself with a simpler model but couldn't get it to work. I find it a unique way to deal with extra detail without having to work with creating these details using UVs and displacements, or flat out modeling this stuff into the object itself which can be impossible in some cases.
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With Technicolor (Mill, MPC) shutting down we'll probably see more of this really bad AI stuff leaking into the airwaves.
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ah ok. There are certain tools in blender which can destructively mirror one side to the other and that's what I was expecting with the procedural tool. With those tools it's as simple as activating the tool and selecting an axis and it's done. I ended up deleting the one side and using the Symmetrize and moved on. Thanks for tracking it down.
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I have a label that I've tweaked on one side and wanted to use Symmetry to copy it to the other side. I was trying to be quick and not delete the geo I am going to replace before the symmetrize similar to other apps like Blender which you don't force you to delete the geo before applying a mirror. EDIT: C4D 2025.1.3 When I use the tool to symmetrize from X+ to X-, it ends up doing that, but also duplicating X- to X+ You can see where the Symmetrize made a loop from + to - back to + I tried it again with a box which I removed the sides and did some stuff on the X to both sides. I applied symmetry and it does the same thing. It copies from the + to the negative side and back to the + side again. I should note that it doesn't matter if I click on + to - button or the - to + button as the outcome is the same.. duped geo on both sides.
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Another way that would give you more control would be to leave that light alone and use individual RS Tags. I added one to the lens and the Glass Sphere and turned off Cast Shadows.
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I dialed the transparency back to 1. You can dial it back a bit if you want for specific cases. https://help.maxon.net/r3d/cinema/en-us/#html/Dome+Light.html#Snippet_Bookmark_Light_Shadow Transparency Specifies the transparency of the shadows cast by the light. Smaller values yield darker shadows. The default value of 0 will produce a completely black shadow. A value of 1 will produce no shadow at all. The example below shows how a completely opaque sphere's shadow transparency can be controlled by this light setting.
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are your refraction and transparency settings too low in the renderer? Also, if you have the RS Object tag on it, make sure things like Secondary Ray Visible and Visible in Refractions are ON or else you may get funky results like this one. As mentioned above, hard to tell without the scene.
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Check your Command Manager to view current shortcuts and change them if need be. I changed my 1, 2, 3 to points, edges and polygons awhile ago. I loaded up Octane and didn't see it changing those hotkeys in the Octane Live Viewer.