
Jeff H1
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Everything posted by Jeff H1
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Computer Purchase for Cinema4D: Navigating Corporate Pushback.
Jeff H1 replied to BLSmith's topic in Discussions
Computer decisions can't be made regarding future releases and subsequent availability upon release, especially when someone else (studio/employer) is paying the bill. They allocate money, you buy. Also, most system integrators like Dell, HP, Lenovo and so on run around 5-6 months out from a new GPUs release before adding it as a SKU option. Lastly, those same integrators typically don't offer "gaming GPUs" in their workstation builds. I have the Lenovo 620 w/Threadripper Pro and QuadroRTX. It's a screamer. -
wow.. I thought he had been with Muse for years. I know he was big in the Fusion community helping out with scripts and knowledge. Awesome! Would the potential compositor end up as a part of Solaris?
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The thing that interests me about Houdini is you get A LOT of power since it's all node-based, it's all refined and it's working in a unified architecture. FX, Modeling, Animation, Look Dev, Rendering.. it's all there. Unlike Blender, Maya and C4D, you don't need an addons/plugins to fill the gaps, that ultimately don't work anyways in nodes. It's just getting over that initial hump... nay.. MOUNTAIN with Houdini.
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I agree with you. Too late to the race and not enough gas to finish it. 😞 I can definitely see the power of nodes while learning Houdini. It's an amazing toolset for many things!
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not sure if it's "ready" yet as Maxon doesn't even really talk about it. This feels like Autodesk and Bifrost for the first 4 years it existed. Rocket Lasso mentions Scene Nodes only because Chris talks about capsules. So far there is little training by Maxon to help push this out. I'd imagine they've spend A LOT of development hours yet have little to show the public it seems. Instead of constantly rehashing Redshift content on their live streams, maybe they need to push their Scene Nodes through a series of training sessions showing how to actually use it in production. I don't mean pushing a bunch of dominos around through nodes, but actually building the same sort of content which we see in Blender youtube tutorials (building generators, ivy generators, cable generators, and so on). Also, how does Scene nodes interact with other things in the scene? Other plugins, like X-Particles? As a C4D user, should we be investing any time in Scene Nodes at the moment, or just looking at other options such as Houdini? Should add there is a section here which people are posting about Scene nodes; https://www.core4d.com/ipb/forums/forum/316-nodes/
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Also, it appears he's giving away a free plugin this week as well.
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Meshes too? I remember the trick of using fields from a scatter parented to the camera. It bogs down easily from what I remember.
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Octane really has a sexy scatter tool. I'm not sure the renderer you're using though. I do wish C4D had camera culling like Houdini.
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Oh my man.. you're gonna need a lot more space for houdini cache!! You better dedicate a drive because once you get started... there's... no... stopping.. (process stopped - cache drive full)
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CG Forge has a free course: https://www.cgforge.com/course/houdini-for-the-new-artist Tim Van Helsidingen also has a free course (Howdini101). He also di the SideFX Snacks Volume 2 free course:
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Can't say Houdini has copied much, if at all from Blender, although the reverse could be said quite easily. I think it's a natural evolution of Houdini's tools since the hooks have been there for about a decade to compute tangents and calculate orientation. For the past 3 or so years, Houdini has made an effort to attract non-technical 3D artists. They want their tools to be accessible to more people which is why they made Houdini Indie and have pushed out free tools through their Labs initiative while really going after the games market since Epic's involvement with SideFX. Each release you'll continue to see some of the smaller advances such as this which hopefully makes it easier for the average 3D artist to pick up and run with Houdini. Houdini is in its own galaxy at this point...
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Also there are a few Blender forums out there with a lot more eyeballs on questions/solutions. More engaging with very talented people, including the developers. This forum here for Blender doesn't seem to have as much interaction.
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Wicked as always. SideFX always brings it with every release. Others could use them as a blueprint 🙂 Igor, should Core4D open up forms for other software like Maya? Also, I don't see anything for Texture Painting (Painter, Mari, Designer).
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I was just converting a tree I grabbed from the Asset Browser. I noticed the Convert Materials function in C4D is still using the "old" Redshift Material Shaders (which opens in the Redshift Shader Graph). Is this meant to happen? I figure with Redshift moving its default RS Standard Material (Node Editor), that the converter would follow suit? Ironically enough, if you select a Redshift Standard Material and use the Redshift Convert Material utility, it converts it to the old Redshift Material and it loses all information in it (color, textures, etc)
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https://www.sidefx.com/community/houdini-195-launch-and-game-workshop/ It looks like it's going to be a nice one. I hope some of it is captured and put on SIdeFX YT channel. Houdini never fails to amaze with each thoughtful release.
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Connector and Bridge so far, along with PureRef depending on task. I've tried others like Allusion (images) and Snowtrack (images/3D/c4d plugin). Allusion isn't far enough along and is missing key things. Snowtrack seems nice enough but its 3D engine is slower than Connector at the moment. It does have a nice versioning tool for C4D that just came out of beta about a month ago. I used it in beta but didn't buy it yet. Eagle is another one but it has the same fault as C4D with no local indexing (meaning it ingests into its own DB) which can cause issues down the road and forces you to keep your assets in two place. Anchorpoint is another one in beta. It can be used for asset browsing as well as project management, using a Notion style interface for tagging, reviewing, etc. They're still working on FBX/OBJ support with thumbnails/pop up.
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For me there's there's no believability in the OG base texture. It seems like large paint peeling textures overlaid with some squares. How would that happen in space? if you look at the back wall, it you may see some geometry detail but its obscured by the base texture and it just doesn't look good. I feel it should be more thoughtful. It's a fine line though between leaving it blank with no variation versus adding too much hi-con purposeless detail. I'd probably use JSplacement for stuff like this. You can also use Render > Clouds then apply Pixelate > Mosaic to the layer in Photoshop. dupe a few times, change the mode, use offset, transform (stretch) an use another Mosaic again to get even larger areas. Then mask out on base texture.
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testing... (I'm limited.. but also it says I'm now registered). I'm wondering with the new pay wall if it's changed things and they need to verify you.
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Wouldn't that just be semantics at this point? I mean, you either use C4D at the time of the poll or you don't? Also, it appears KBAR was soliciting responses of current C4D users.
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I'd love to see the Relax mode in the Brush tool (new feature) find its way to UV editing. Apps like Maya have an Unfold and also Optimize Tools which helps to relax and unfold UVs using a brush.
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it's an interesting dilemma because traditionally doesn't a new version come out towards mid/end of September?
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never thought of making a new group window. I too was trying to force windows to dock with each other and it never really worked.
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I'm thinking of shifting away from Octane to Redshift (have both licenses). Seems like Redshift keeps getting more and more solid.
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just sent a msg.