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srek

Maxon
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Everything posted by srek

  1. Sorry, but i think you interpreted some things rather freely there. I don’t think Xpresso was ever mentioned as going to be deprecated. There were multiple scenarios on how things could develop depending on a lot of technical issues. That is one reason why scene nodes were referred to as a tech demo and not a feature. Quite a few people tended to overlook this and were then surprised when there was no quick switch over to pure nodes or something like that. Capsules are solidly based on scene nodes, there was never a moment when capsules were a thing and scene nodes weren’t, maybe in someones perception, i don’t know. People tend to bring Xpresso into the scene nodes discussion, i think mostly because they are also nodes, but that is the only thing they have in common. The difference shouldn’t be to hard to understand for someone who knows Cinema 4D and is aware of the differences between expressions and objects.
  2. The key issue is that to be able to make them work in the same context would require a complete rebuild of the object system, which would invalidate every existing scene and would change a lot of functionality. So it is not only a lot of work, but also a tremendous risk.
  3. If it were possible to do this in an in any way reasonable way, we would do it. It sounds straightforward but is anything but.
  4. I wrote something on that https://nodebase.info/general/scene-nodes-vs-xpresso/
  5. .max is a parametric file format, it requires 3DS max to be installed for any kind of conversion.
  6. Everything in the Prefs can be deleted without major issues, in most cases it will just be replaced with the defaults on the next start.
  7. I actually drive a Smart 😉
  8. Hopefully in the same state as now, up and running.
  9. I would be surprised if that happens any time soon. Scene Nodes are still developing rapidly and you simply can't produce a book fast enough for it not to be at least partially outdated on release. It would near obsolete within to short a time to make this an economically viable effort.
  10. 🙂 It's really only this you need to look at
  11. I'll see what i can come up with, but you can already find an example on this if you take a look into the Noise Selection node. It uses multiple Switch nodes to choose between different branches, including handling of optionally storing selections.
  12. @HappyPolygoni double checked and Store Selection for Noise Selection does work for me in 2024.0.2. The display of the related tag in the OM seems to be a bit hit and miss, but the stored selection does work.
  13. The selection shown on Store Selection is actually the Selection port of the node, it being shown in the Attribute Manager is an oversight. Store Selection on Noise Selection should work, I’ll check if it is a bug.
  14. Please try the latest version. This doesn't happen for me in 2024.0.2
  15. You don't need a special node, just unfold the Op port
  16. One more for those who want to start building their own geometry modifiers https://nodebase.info/example/using-loops-for-modeling/
  17. What Hrvoje said. You can think of the Loop Carried Value node as the body of the looping function. If you want to run it multiple times just set the controlling iterator accordingly.
  18. Both doable, i have an outline laying around here, maybe i do that. The Random Walk is something that isn't hard to do technically, but making it an artist friendly tool is a bit more challenging. Thanks for the suggestions
  19. I went down that route a while ago, but the results were unsatisfying to me. Maybe someone with a better math understanding than me picks itup.
  20. One more example, this time the creation of an own modeling asset using high level modeling operations https://nodebase.info/example/modeling-with-scene-nodes-part-2/
  21. Good catch, that was only in the first posting on the topic of weights, i should repeat it in the second one. Any empty field string field will make the modifier use the first dataset found. So if you have only one you can leave it empty.
  22. Most example files are now also available from Github https://github.com/bmarl/nodebase/tree/main If you fetch the files to a local disk you can add them via a watchfolder in the asset browser and stay up to date easily if you like.
  23. This is a conflict that isn't easily solveable. While you can control by far the most input ports using nodes you don't do this all the time and not always with the same ports. This makes it very difficult to predict which ports should be exposed by default. The general rule is that those input ports that need to be connected for the node to work correctly are shown by default, though there are exceptions. For every other input please check the workflow to Ctrl/Cmd+Click on the small circle in the AM to quickly expose a parameter as a port.
  24. Thanks for the info, something went wrong there and i'll fix it as soon as i can. It seems you found that the Aggregate node behaves differently in Stream Mode
  25. This is one for those of us that don't like to see the inside of a node editor https://nodebase.info/fundamentals/modeling-with-scene-nodes/
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