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LLS

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Everything posted by LLS

  1. the performance is still being boosted with every version. matrix object is now 10x faster.
  2. I don't use redshift, but I know that this is similar to a reaction diffusion effect. You can even do this effect in photoshop or equivalent. Dominik has a scene nodes tutorial for something like this: It seems that what the feedback nodes is doing, is just repeating the shader effects over and over again, just like how dominik demonstrated in photoshop. I personally haven't tried to replicate this in Arnold renderer yet but I think I'll give it a go one day...
  3. yes, dominik is killing it lately with scene nodes stuff. been interacting with him on the discord he's been very helpful. I would like to ask though, for this system, what more value can houdini add if you were to make the same setup? Also does houdini support multi instancing when generating copies of objects? I also wonder who has the faster volume builder implemented rn? C4D or Houdini?
  4. Wow, i've actually made a mistake: I thought select elemnents in 3dsmax was doing something smart by being able to select what is cut from connected geometry. But I didn't pay attention to the fact that its actually splitting the geometry after it cuts. In Cinema4D you can already select split geometry by just double clicking. And you can also split geo using the knife tool by selecting it from the 'split' dropdown options.
  5. made a little thing that allows you to colour an object based off its index in the loop. can assign a random colour as well. if the object does not equal to index, apply the default colour. sn-colour-cycle.c4d
  6. there was also this tweet as well few months back:
  7. looks cool, would be really nice if you could divide using different shapes instead of just rectangles. for example, hexagons, triangles, diamonds etc. would also be nice.
  8. yes, also very excited to see what's coming in the next release. I believe it's maxons own new particle system. This would combine very well with an updated viewport and faster C4D in general. I would assume the viewport will be able to handle massive particle counts. Or I like to at least hope. But a new particle system sets the grounds for further simulation systems coming in the future. And perhaps one day, we could even advance to a muscle simulation system. Either way, I'm one of the believers that the future of C4D is bright and in good hands.
  9. literally perfect! my question should have rather been asking if there was an actual discord first before suggesting making one.
  10. okay hrvoje, but get ready to be bombarded with a ridiculous amount of questions 😈 😈 😈 😈 😈 😈 😈 😈 😈 😈 😈 😈
  11. maya bifrost users have a discord specific for bifrost, so I was thinking it would be a good idea to have a discord for scene nodes. It can have advantages over a forum, specifically when it comes to asking very naive questions. I feel like there is so much i want to ask that is very basic to the point where I don't really want to bloat the scene nodes pit thread. I'd rather that thread be much cleaner. I think the forum can be used to store scene nodes projects and ideas, like the pit thread, and the discord can be used to continuously ask various questions and have discussions without having to create a thread all the time. ofc, were gnna need some experienced scene nodes users on there for it to have benefit so we can get the proper help. what is everybodys thoughts on this?
  12. my goodness, so it's not just me that's having the problem of line cuts missing the line. I always thought I was just doing it wrong. Yes, this needs to be solved.
  13. also, I've considered some of the interesting suggestions you have made @HappyPolygonwhen I opened up the smart extrude topic. those are also things I'd like to see, but I figured I'd make a seperate topic to extend that conversation beyond booleans.
  14. not necessarily in regards to the actual generator, but more in terms of the workflow. just tools that can help us design things more easily, but also allows us to still focus on making good topology easier so it can be subdivided. I've seen some things in 3dsmax that I like. for example, in 3dsmax, there is a unique type of selection known as element that allows you to select irregular cuts with quads in them: see 2:10 in this video: also another cool feature in shown in that same video at 6:10 is the ability to 'hinge from edge' allowing some type of slanted extrude. makes for interesting design using polygonal modeling tools. honestly, I was mostly inspired by the above video by arrimus because the whole premise of the video was trying to show how you can still make great designs while focusing on subdivision surface workflow... and it lead me to think that maybe, we can focus on developing tools that enhance the design process with polygonal modeling and topology in mind. I'm brainstorming my own ideas, but I made this thread to hear some other peoples thoughts and suggestions 🙂 Some of my own ideas revolve around faster ways of cutting shapes that automatically project onto the mesh as your cutting, but not doing too much crazy stuff like beveling and so you can focus more on sharpening and smoothing edges using the subdivision generator.
  15. What are some modeling tools and enhancements you would like to see that can push Cinem4D to the next level? Either by maxon or an addon developer. Mainly centering around supporting subdivsion surface workflows.
  16. LLS

    Forum news and plans

    I do agree with @HappyPolygonthough that the site map should change to a classical one. right now, I find this forum really confusing and cluttered. Products and subsciptions should be moved to the front page, while forums should be a seperate link. That way, users dont feel like they need to subscibe to experience all the content. If people want to buy products the homepage can promote them, if people want to view the forum they can go to a seperate link. I also feel like too much content on the forum slows it down in generale. offload some of the content to a homepage and keep the forum categories readable and performant.
  17. LLS

    Forum news and plans

    all I'm going to say is, Maxon should financially support this forum with courtesy given to the admins of this forum to not be controlled by maxon themselves. the end.
  18. LLS

    LIghtwave 2023

    no, the process is still going. a new core entails alot of things. and it is not easy to execute while also having the same software being used in production. basically, as the article said, it is multithreading alot of processes. multithreading, especially with old code, which almost every 3d program is old code from the 90s, is not easy to add. many things break and everything gets messed up. typically, when adding multithreading, most devs would do a completely new package, but maxon cant do this with cinema4d, they have to implement it to the same program. (see grasshopper 2 by the mcneel guys. they implemented multithreading but it is a completely new grasshoppper, seperate from the old one) just read these articles on the diffculties of implementing something like this: https://discourse.mcneel.com/t/lets-talk-about-grasshopper-2-0/140402 https://www.yumpu.com/en/document/read/51561134/multithreading-houdini-multithreading-and-vfx also, maxon moved from opengl viewport to a directx12 viewport for windows. this is a brand new and completely different viewport API which is much more performant and closer to the metal than opengl. however, this also comes at the cost of more instability as usually lower level code is very sensitive. but dx12 is extremely fast and comes with a solid feature set. this complexity is further amplified by a brand new simulation system theyre trying to add. these things aren't easy to do, and you cant just throw money at the problem. it requires the right team with the right knowledge and skills. right now, cinema4d is the only program that has managed to implement a brand new viewport API. none of the other 3d packages have fully implemented either Directx12 or Vulkan yet. Blender have only just started working on Vulkan viewport and probably some other core things. --------------------------------------------------------------------------------------------------------------------------------------------------------------- be patient, good things come to those who wait. at the end of the day, this only gives you plenty of time to get good at the tools already given to you, before new ones come along.
  19. thanks for reporting that srek, it gives me more confidence with cinema4d when issues like this are brought up and addressed. I am surpirsed tho how many experienced users werent aware of this spline projection technique with line cut 😆
  20. hehe, I use both techniques. it's still pretty valid to use booleans with splines in certain situations, especially since they're non destructive and also if you need a really fast way to do things like cut through the shape but yes, this technique is also super powerful 😉
  21. I think he means using this technique with the line cut:
  22. saw this really late, super impressed with the tutorials on that channel. finally, we're seeing some sophisticated implementations being done with scene nodes. excited for more from that guy 🙂
  23. bumping this up so it gets a bit more attention. I hope these issues get fixed along with many other ones. good luck team.
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