
Jeff H1
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Everything posted by Jeff H1
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Thanks Rick!
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Check your Maxon app. Get it before the servers crash like S26. It doesn't look like the help files are posted yet.
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UVing in C4D is still lacking compared to Maya and definitely RizomUV. If I'm understanding it correctly, you may be needing to use the RS Curvature node. it will allow you to get into the cracks/folds and push color (or whatever there). You can to convex/concave as well as invert or use ramps in conjunction with this stuff. more advanced:
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Even Apple is going to announce iphone rental by the end of the year with the Apple One (yes I know following Maxon). There are rumors they could extend that to ipads, the silly mac products and so on as logistics get ironed out. They stand to possibly gain an extra $800 or so over a 3 year period it typically takes to pay off an iphone. It is what it is. All companies have their plans and typically won't change as they forecast out and build milestones from it. Even Blender devs deciding to continually push for new half-baked features instead of pausing and creating more quality of life features. They're relying on addon devs to fix problems (which creates more problems when you have 30+ addons you have to keep up with for each .x.x.x release. Thinks break easily. Each company has their own vision and as customers we either work through it or find alternatives. Each company has their own issues too. I still look forward to tomorrow's announcements and probably won't check back on this thread but a new Cinema 4D 2023 thread created in News section. 🙂
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Has nothing to with the IP rights of the original source. The person who created the model has rights to their model they created. This is why many sites like Turbosquid and others have specific usage rights the author is allowed to use. For instance, here is Turbosquid's licensing for models: https://blog.turbosquid.com/turbosquid-3d-model-license/ CGTrader has them in their help section: https://help.cgtrader.com/hc/en-us Sketchfab has one depicting the creative commons options: https://help.sketchfab.com/hc/en-us/articles/360038413232-Crediting-users-for-3D-model-downloads other licenses: https://help.sketchfab.com/hc/en-us/articles/115004276346-Licenses It's best not to ignore these but instead find out the licensing or contact the original person who created the model to see what the attribution is for CC. They may not care, or they may just ask to provide credit where credit is due, even linking back to their site or to the original model. Edit: With regards to existing IP, many get around this by adding caveats like this: The intellectual property depicted in this model, including the brands 'Apple' and 'monkey head', is not affiliated with or endorsed by the original rights holders and must be used under editorial use restrictions.
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I think they are showing C4D 2023 at IBC based on the 3D Motion Show schedule.
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Metal panels are used as "skin" or plating over a skeleton/framework. Assuming this is a large ship or surface, there are large swaths of area with no plating yet with random rectangular plates. A better strategy would be to figure out how they connect to each other, or some of those plates actually have purpose, like exhaust fans, hatches, radar, sensors, guns, etc. Even then, there would probably be plates all around those objects as access panels or mounting for the framework underneath. Also, it appears there are some plates with funky cuts in them, which I wouldn't think would be used as the machining to make these strange angled cuts wouldn't be worth it. Think of tiles where typically the ends are the only things cut to match flush with the wall, or other flooring. I worked on animations for satellites for years. It was interesting to see how the plates were added once the internals were installed and the close-out of each section begins. Each plate had its place and meant something. Most of that you wouldn't see in the end because they were wrapped in MLI/kapton. While I think some of the stuff created with Random Flow is cool, it doesn't seem that functional. I mean the dev does a 30 min time lapse creating a hand grenade with about 50+ panels on it. Serves no purpose functionally for the device itself. I find that a lot with Blender sci-fi crate tutorials. I guess it's meant to push units of Boxcutter. 😕 (yes I use boxcutter just not like that).
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Viewport performance, USD enhancements (incl MatX), snapping updates as C4D is snap-stupid. UV updates. Modeling updates, because blender. RedX-Particles. Time to put that baby to bed. Just buy XP already and integrate it into Scene Nodes (in fact don't call it Scene Nodes anymore.. you've graduated).
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yeah it feels very rigid (despite it being a robot spider). It doesn't feel like there is any weight to the movement. Also, when the spider turns, there is no rotation at the joins to help push it into the new direction. It feels just like a looping walk cycle. Also, maybe a slight pause right before it decides to move over a bump/hill. I think it would help to give it more life, again breaking away from the walk cycle look. Also, it needs some frickin laser beams attached to its head.
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haha I put a link earlier but the guy is so hard to watch because he kind of flies by the seat of his pants when doing his live stream that it's a bit hard to watch so I removed it from my post. 🙂 here it is again. They like to call a brush "Constrain-to-bounds" which makes no sense.. same with their soft select brush (aka "Proportional Editing Object Mode"). Sexy sounding, I know!
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How to turn a rectangular object into a cylinder?
Jeff H1 replied to Maarten Vis's topic in Cinema 4D
one last thought. you could convert this thing to an object, baking down everything (minus the bend). So it would be a dense flat plane with the pattern. Then use either a remesher or even further, a retopologize strategy to isolate parts of the pattern, rebuild/remodel it then push it through a cloner or something to make a new flat sheet of the pattern, then use the bend tool on that instead. -
How to turn a rectangular object into a cylinder?
Jeff H1 replied to Maarten Vis's topic in Cinema 4D
I did a quick test with the yellow and white image you posted. I just desaturated it and threw it into the shader in the Displacer. It's just a flat plane with a lot of segments, displaced, SDS, then put a bend on it. I thought about throwing the whole thing in a Volume builder to smooth it out but I have to start on dinner. -
Well.. looks like Blender devs beat Maxon to the punch again... UV sculpting (Relax, grab, pinch). looks like they've added another update in 3.3 beta with some more additions to it..
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use something like DJV (free), RV or ChaosPlayer for playback of sequence of frames. Those kinds of players are better and take up less resources than AE for RT playback of frames.
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I was worried we would never see you use or talk about C4D again.
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looks possible with XP: you can also add wake footage in comp.
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Should we be expecting to see something in the next couple of weeks? Maybe a R27 with all new physics core? Noseman sort of teased something at Siggraph regarding physics and the "future". Blender has a low poly monkey head and Maxon has floppy dinosaurs. September is usually a time when an update to C4D is released. The only thing I see penned for September is IBC on the 3D Motion Show site and right now it doesn't have a schedule.
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He uses Autodesk Fusion 360.
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Both standards had been around for a while. Both have been around for a bit. Some of the issues are how individual renderers and their features get ported into MaterialX and MDL and not corporate politics or $ that thing at the end of a word. Some of the best open source stuff has come out of alliances, which is useful in shaping where the standards go. Look at OpenGL, USD, Vulkan, OpenVDB, ABC. Regarding gITF, it turns out it just never took off. Sites like Sketchfab are just using WebGL and WebVR, cgtrader with Toolbag (WebGL viewer). Subsequently most current browsers support WebGL. It goes to show some standards never take off. Of course, not everyone has the same ideas about what the standards should be so some just choose to go their own path. For instance, Blender decided to walk away from the established VFX Reference Platform back in February. Sometimes corporations have their own vision of what their customers want and it can either work in their favor or shoot them in the foot. MaterialX will continue to get support as I know Autodesk and SideFX are invested, with Nvidia still working with Adobe and Epic for MDL. MDL has grown some legs with Omniverse though. It just comes down to the DCCs and the individual renderers supporting translation between their formats and MaterialX/MDL while continuing to advance their own software which can be a task. I just liked telling coworkers I was exporting a whole lotta .ASS. That was the process of transferring Arnold shaders between Maya and C4D via their .ASS file naming conventions.
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so many..C4D Sculpt, Forger, ZBrush, ZBrush Core, ZbrushCore Mini,
Jeff H1 replied to adamfilip's topic in Discussions
1. Forger is mainly for Ipad use. It won't go away. 2. C4D Sculpt is old and outdated but useful in certain instances. I doubt it will ever be updated as maxon would rather you buy a subscription to Zbrush (or they would rather you use Blender for sculpting). We've been able to push from C4D to ZBR via GoZ for a while now. There's also a Quick Copy Paste addon to quickly move between C4D, Blender and Maya. https://ihordmytrenko.gumroad.com/l/dLYcO 3. Zbrush is the primary sculpting tool. 4. Zbrush Core is a cheaper alternative to ZBR with many things missing. Pixologic developed this years ago. I still have it but don't use it because it's so limited. 5. Zbrush Core Mini is even more stripped down and FREE meant mainly for complete newbies, including kids. Check out the comparison between Core and Mini; https://www.maxon.net/en/zbrushcoremini-compare My guess is they are keeping core and mini to attract different price points and hopefully have people move up to full ZBR. -
Yeah it's a known issue regarding AE. It's just best not to open it while rendering. Also, it may be beneficial to render via commandline or with something like deadline. There's usually extra overhead rendering directly from your DCC.
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actually EVEE next is on the back burner based on a stream for 3.4 alpha from a couple days ago. it's also still a crappy renderer. Never use it for final post work. Unfortunately many Blender youtubers recommend it over Cycles simply for speed (over quality). I'd rather model things in Blender and move into Maya or C4D at this point. Arnold and Redshift crush Cycles. Flip fluids still look like a hot mess... Blender FX in general just look bad. Just wait until they figure out how to copy more from Houdini with integrated particles, flip, cloth, and more in nodes. It still won't be Houdini but it'll be good enough for being free. 🙂 I think the ship has sailed for C4D nodes to be competitive and the same with Maya Bifrost. It'll have a niche following though. I know some tools are being developed in Maya Bifrost and sold on Gumroad. One more thought: I wonder if the things done in Geo Nodes, like the offroad rig generator can be done in Xpresso. It's a pretty powerful tool.
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however it's quite easy to add decals in Substance Painter. Here's a new quick video if you need help.
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https://www.3dmotionshow.com/ it appears news/announcements were at least taken off the website. Looks like they're going right into a presentation.
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my main complaint is the excessive space the UI can take up. There's a lot of dead space in the UI in a few places. if it were made tighter it wouldn't look so pedestrian. Also, if you drag the corners of some panels, the UI elements don't adjust properly. I feel it's a work in progress.