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srek

Maxon
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Everything posted by srek

  1. The most powerful way to use CSV in Cinema 4D is using the import data node in the scene nodes. There is a Bar Chart asset that you can use in the objetcmanager, or you can create an own setup. Please find attached an example on how to do it yourself. Data Import.zip
  2. A bit useless but nice looking, a wire torus primitive. The file includes a group that was used to define the asset. The asset can be used within the scene nodes/Scene Manager, or as a capsule in the Object Manager. Spline Torus 03.c4d
  3. The solution i meant only works within scene nodes. Please note the post was from Early this year when we did not have capsules that can interact with the object manager.
  4. From my POV it is less about capabilities, Scene Nodes are plenty capable, but a streamlined workflow. Capsules are a major facette, but not the final thing.
  5. At this time scene nodes are still a tech demo, not a release feature. Nevertheless you can find some nice stuff from Maxon trainers on YouTube.
  6. Sorry for the lack of information, it was more important to get the fix out than to do everything by the book.
  7. It works just as well with a standard material
  8. That was easy, i just followed the help on Baking displacement
  9. The ear is a standard example i think from Arnold, it has overhangs. https://docs.arnoldrenderer.com/display/A5AFMUG/Vector+Displacement I actually have no idea what the process would be to bake the displacement map from geometry, that is not my area of expertise.
  10. It is disabled by default for performance reasons, but the option has been there for a very long time.
  11. What is the difference to the Displacement Mapping in Cinema 4D?
  12. Something that might become an asset in the future. I always liked the many elements to a spider web, this is an attempt to include a few of them into a Spider Web generator. There are still some details not quite correct, especialy the frame needs some TLC. The setup comes in two parts, the main web generator and a setup that casts the attachement points on a geometry for easy placement of the web. The cast component can be positioned and rotated to where the web should be created, then you can define the maximum distance for casting as well as numbe ro rays cast. The setup will try to find attachement points within a cylindrical area around the position, the thickness (x direction) of the cylinder is effectively defined by the angle you can set to deviate from the intial plane. The UI would need a lot of TLC befor any real release, but i think for an example on what you can do with Scene Nodes it is okay. The scene shows two webs cast, one at an angle into a cylinder, the other into an inner corner of a cube. Cast Spiderweb.c4d
  13. Scene Nodes contain a Calculate Curvature node that can do this. Sinc eit is mainly targeted towards scene nodes it creates an own weight that you can't use in the Object Manager. Please find attached a scene that includes a version of that Asset that uses the first Weigth tag on an object to store the curvature in. Curvature 02.c4d
  14. srek

    Previous position

    The memory node allows access to previous states. It works just like the Loop Carried Value, but iterates over time.
  15. If you use an asset node in a scene node setup you can find the version info in the basic tab. By default it is set to Newest. If you instead select a specific version to be used it will stay on that version and doesn’t use any other, except if the selected version is not available anymore. This version selection does not yet work for capsule assets used in the object manager.
  16. Bitmaps etc. came only up since Lightroom doesn’t have procedural assets like the capsules in R25, i would not have picked them as my first choice to explain the feature. It is mainly meant for procedural Scene Node Assets (capsules).
  17. The asset system makes more sense for scene and material nodes than for Xpresso or similar. With Scene Nodes you can create own assets that can be used exactly like coded features. This is something that was not possible in Cinema 4D in the past. As such it will take a while until it becomes part of the workflow of many users, i think it will become pretty popular though. The main thing to keep in mind is the reusability of these node assets, unlike Xpresso setups the don’t require any special handling, they behave like any other object or scene node. If your shared Xpresso setup contains an error or needs an adjustment you have to touch and modify each individually. With the new assets you fix the asset, save a new version and if the version is available in any database reachable it will be used instead of the old one in every single instance it is used.
  18. You are trying to apply this feature to a workflow it isn’t meant for, i already wrote several times that this is not a recommended workflow. If you don’t want an asset stored in the scene database you can delete it from there via the asset browser, just like you can delete it from any other user defined database. Maybe try to look a bit more in the actually recommend use of the AB before diving into the esoterica. Create a scene node asset, try how to store and distribute it, get an idea of the general workflow, then take a look again at this pretty specific option.
  19. Please read my post from 43min ago, where i described that node assets can be stored automatically using Save Project while other assets need to be copied by hand. Like i already said, this is because storing huge file assets within the scen eis not recommended.
  20. As i wrote, it is a part of the scene file. If the user decides to copy it to another database it will be copied, if not then it remains only in the scene until the user decides to remove it from that database. You can think of the sacene internal database as a non evaluated part of the scene that is only accesible via the AB. This feature is available since at least R24 if i remember correctly and i used it during beta to deliver test assets to testers, along with an explanation of what i did. If you store or copy an asset all open scenes are shown as valid target databases along other mounted databases. The Help contains info on this for the Save Project with Assets options. If you click on an asset in the Asset Browser you can see what version of it is stored where, including the scene you are in. Regarding FIlesize, that is why neither I nor Maxon recommend to use this with large file ressources. In a pinch it can be useful though.
  21. If all textures, movies, sounds etc. you use are stored in the Asset Browser you can copy them to the scene internal database (Copy to Database command). Node Assets can be included automatically by having that option enabled for Save Project with Assets. This makes the asset in question become part of the scene file! Current caveat, while the asset is stored correctly in the scene database it seems there is a bug that prevents it from being recognized, of course i reported that. Still i would not use the scene database for bitmaps and movies since that blows up the file size a lot, it is better to use a shared database for that. This is also the reason why there is no option for this in the Save Project with Assets settings. For node assets and Capsules on the other hand it is a very good.
  22. The AB excels at delivering and maintaining procedural assets. It allows for the seamless integration of hardcoded functions as well as procedural assets provided by Maxon, 3rd parties or the users themself into one workflow. While the Asset Browser encapsulates the storage and maintainance of the assets, everything in it is freeley accesible and useable. This is something fundamentally new to Cinema 4D and i can understand that some users don't have any experience with this kind of open approach to integrating functionality, but it is something that delivers a lot of power in a very easy to use way. Regarding storing assets in scenes. If you created an own capsule asset that provides let's say a specific modeling function, you can copy that asset from your main database into the scene itself, thereby enabeling any other user who loads your scene to make use of the asset. The recipient can then also copy that asset into their own local database for use in other scenes. This is not limited to capsules but also works for basically every kind of asset you store into the AB, including bitmaps etc. Any asset used this way is only referenced by it's id, that stuff that makes the filename useless for humans, and is independent of any file paths or folder names, a big advantage when it comes to delivering scenes for rendering. All dependencies on assets can be resolved within the scene file if you want them to. Personally i would prefer the use of shared databases in many situations, especially for the big stuff and if you work in regular groups of people, but there is no effective limit and storing assets in scenes has helped me distribute stuff for testing a lot already.
  23. Just wanted to be clear on that since the AB deleting original files would have been a catastrophe. Your scenario is certainly unfortunate and you are likely not the only one facing this problem.
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