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srek

Maxon
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Everything posted by srek

  1. PRS operations on OpNodes/Objects are possible interactively in the viewport.
  2. 1. The stack is restricted to the functions included in the Scene Nodes, Symmetry is not part of that, though it is feasible to create an own symmetry function as an asset. 2. Viewport interactions are currently limited to PRS control of Op Nodes/Objects, but not polygons etc.
  3. One , very, big thing i forgot, the modeling stack is fully functional and allows for quite poweful procedural polygon modeling.
  4. Currently it allows a basic hierarchy based workflow to create cloning and deforming setups. Fields are not part of this and the effectors are partly a bit rudimentary. As a Tech Demo it is meant to create awareness of the flexibility of the new system. It is very easy for a user, or third party, to introduce new objects, effectors, distributions etc. that immediately fit seamless into the existing environment. Anyone can create and include new assets that provide new functionality and they behave like built in elements, provided the creator made the effort to implement them correctly. At this time i would not recommend using it for real projects, the main problem is not reliabitliy or ability, but interaction with older Cinema 4D parts. You are very restricted when it comes to rendering and especially compositing. If however you simply need a huge amount of polys animated it might do the job for you.
  5. That just doesn't work in writing on the internet outside of a super small group you know very well.
  6. This is a good guideline for what you actually need depending on size and viewing distance http://resources.printhandbook.com/pages/dpi-for-printing.php
  7. There is no single best answer to this to quote to your client. The actual resolution needed depends on the printing process used by the shop. There are systems where using 300dpi not only makes sense but is needed. They are just not common afaik. Even in that situation you could simply upscale. To cover your ass you should use the settings recommended by the printshop. Just point out that the increased render time and work to create sufficient details will cost them, maybe also offer them to upscale.
  8. 300+ dpi is used if you hold something in your hands to look at. A poster usually has 100+ dpi since it is usually viewed at about 2m
  9. Velocity is a vector where the length indicates the speed. Just by connecting it to a float port it will be autoconverted. You can simply use it in a compare node, see the attached image. Alternatively you can use the TP Group Change asset that comes with Cinema 4D, one of the options is to change group at a given speed.
  10. I checked for those as well, but i only found angles for observation by telescope, not orbit positions. You can easily find live displays for planetary positions, but they did not include the needed data, at least not the ones i found.
  11. Better? No. More versatile? Yes. The node based materials allow for operations that are either difficult or impossible with standard materials, especially when it comes to projection modifications or shapes. Those are rather advanced topics though and only needed seldom. On the down side node based materials are a bit slower at render time. Imo your mentor wasn’t wrong and what you learned with standard materials can be easily transferred to nodes.
  12. Yeah, sorry, that was my cat, the destroyer of worlds 😉
  13. Sorry, i just noticed i messed up inclination. You would need to set that up as an extra Null under the orbit.
  14. Please find attached a version that might help you. It is directly based on scene time and one second animation time equals a day. On the Xpresso tags there are scaling options. I left out axial tilt since that would open up a whole different can of worms. Due to numerical precision issues i had to use orbital radius values 1/10 smaller than the actual values, km is just to small to measure a solar system 😉 Hope this helps Solar_System_0001(R14).c4d
  15. Do you really use R14? Please make sure to set the correct version. If you like you can send me your file and i add the Xpresso stuff i described.
  16. I woul start with the average radius (distance to sun) of each object and either work in km scene units or scale everything down by the same factor. Place a Null for each object in the scene center (Sun) and place the object at the given radius. Then adjust the angle of the center null to the orbital inclination of each object. If you want to do the moon or moons of other planets just add them with the planet instead of the sun as center. Then you have to decide if you want to keyframe the rotation or control it via an expression. Personally i would go for an expression but both should work. Via Xpresso i would use three User Data fields to provide the starting angle (position on the path at a given start time, you should be able to get that from the ephemeris table), the angular velocity and a time scale factor to map the velocity to animation time. The expression itself is just the adding up of the velocity over time with a special case to set the angle back to start on frame 0. Good luck 🙂
  17. Do you want the real elliptical paths planets follow or circles? If you want ellipses you need to work out the math to describe each path. What data do you have and what degree of realism do you want to achieve? This can be anything from very simple hierarchical circle paths up to n body problems and anything in between.
  18. Do you really want to simulate or rather animate? Simulation is a very different kind of beast than animation and in case of the solar system not actually that easy.
  19. I like it, more interesting people to work with 🙂
  20. The monitors you have are rather cheap and the panels they are using are not very good for colormatching and calibration. You can certainly improve the color match, but there is a reason why monitors for color proof work easily cost 10 times more than yours. I don’t knownifnit is worth investingnin the calibration tool, you might be disappointed anyway.
  21. Cinema 4D changes with every version. We do not only add features but adjust the framework to new technologies and changes in operating systems and hardware. This includes supporting new features or functions of modern hardware and if there is a problem with any of those errors might occur. We test as good as possible, but given the possible combinations of hardware, drivers and os out there we can only cover certain standards.
  22. Do you get a crash report on next start? If yes make sure to send it to MAXON and add a correct e-mail address so they can contact you. If you don’t get a report the crash likely happened outside of Cinema 4D. Make sure to check out the most current studio driver from Nvidia.
  23. There is no single license number anymore, licenses are connected to your MAXON account and plugins that restrict to licenses need to support this.
  24. Redshift does support the new node materials. 3rd partys do not yet since this API is not yet available, but we are working on that of course.
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