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srek

Maxon
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Everything posted by srek

  1. Object is a reference. It tells the Sample node to use the Sound Effector as a source for data. Sample does what the name says, it picks a sample from data. The global matrix input defines where to take the sample. Sampled usually means that something huge is broken down into small usable parts. In the music industry it means that small parts of other songs are used in a new song. You can find the term sampling again in the parameters of the Sound effector, where it tells the effector how to interpret the audio. The sample node does something similar again, but outside of the Sound Effector.
  2. Just a reminder, please report bugs via Maxon Support.
  3. I see that as something quite positive. Newtek never really focused on Lightwave, it was always playing the second fiddle behind Newteks video tools. Good luck to Andrew and the team, it would be a shame if a landmark application like Lightwave perishes.
  4. This made my day, i would be interested as to where you got the idea of Maxon making a loss from. Anyone who cares to look up our results can do so on the Nemetschek site, Nemetschek is a publically listed company, check for Media and Entertainment.
  5. That is not a bug but an artifact of the default use of linear. Switch to Bezier and change the Start/End strength then change tge Plane and you can see why this happens.
  6. ABC is not really 3D, Barycentric coordinate is a coordinate based on a triangle where A,B,C represent the corner positions of that triangle. This can be in 2D space as well. In general your problem is only solveable if you have non overlapping and non collapsed UV polygons. Otherwise you can have multiple 3D coordinates refering to a single UV coordinate. The first step is to determine the UV polygon/triangle your UV position is in. If you have that triangle you then derive the barycentric coordinates of your UV position within the triangle. Then you apply these barycentric coordinates to the corresponding polygon triangle to derive the position in 3D space. Cheers Björn
  7. The selection is not meant for interactive use but with modeling operations or for the creation of selection tags, the example scene does both.
  8. In the asset browser search for select facing. There should be only one capsule that matches. Drag it into the object manager as a child of your object. You can use the resulting selection for modeling operations or store the selection for texturing etc. Check the attached scene for an example. Select Facing Demo 01.c4d
  9. Check out the Select Facing capsule, it is not a tool but works similar to a deformer.
  10. You can always force it to download everything, Select All, Download Selected. You can repeat that after every new asset drop by Maxon to get the latest stuff.
  11. Before the poke you don’t have the new point position, so you can’t immediately get the vertex weight. However you can get the polygon center beforehand and get an interpolated value of the vertex map to use for the poke offset.
  12. srek

    Disconnect node ?

    Please find attached a different approach. You can turn the Disconnect group in the setup into an asset/capsule that you can use in the object manager and other scenes. Hrvojes setup creats a number of new geometries, each with a single polygon. My setup works more like the disconnect modeling function and leaves the selected polygon(s) unconnected to the rest of the geometry. Disconnect 03.c4d
  13. All modeling nodes will apply the modeling function to all selected elements using the settings provided. You can not use individual values per element unless you use the node on each element individually. While this is possible in many cases it is not a straight forward simple thing. Another issue is that there is currenlty not much of an integration of standard fields into scene nodes. Please find attached an example on how to apply a modeling function to elements using individual values. Please note that this can only work with modeling functions that leave the original element indexes of not processed elements unchanged, which are most of them. Functions like Remesh won't work. Also not that with large geometries this can become quite slow. poke with field__0001.c4d
  14. Sorry, that report does not seem to point towards an identifiable cause. Chances are the crash was caused not by Cinema itself but a third party component, most likely a plugin or a driver issue.
  15. Not really, extreme stiffness in soft bodies usually ends up being a desaster.
  16. Rigid Bodies are currently only supported in the old dynamics
  17. Redshift is a First Party Engine, just like Standard and Physical. No need to rely on any other software company if you do not want to. Afaik there is not a single render engine out there that can be used as a drop in replacement for Physical render. Physical Render is at its heart over 20 years old and modern renderengines are structured quite differently, especially GPU based engines. You will need to redo materials and often enough lighting as well. Don't expect to get an exact match though. You will have to learn to achieve the look you want using the new render engine, regardless which you pick in the end. You actually should make this a priority to become productive with the new engine asap. Picking a Threadripper for a rendering machine sounds as if you expect to use a CPU based engine, most modern engines are GPU based so the Threadripper will be of limited use. Honestly, you should have decided on an engine before investing in hardware, especially when going for a Mac Studio as your workstation. RS will work with everything you currently have, but if you use it in CPU mode on the Threadripper it will not be as fast as if you use a decent GPU. A Ryzen or i7 with one or two decent GPUs would be a lot faster than a Threadripper in CPU mode.
  18. This is the exact same way standard material assignments work. Color Op is not geometry based, it is an object operation and one object can only have one color, just like in the object manager.
  19. Color Op is basically setting the object color, you can not use it for individual polygons. That would be a material based operation.
  20. Cineversity offers a preview of the new site and it is in your face Maxon. Both the new Cineversity site as well as Maxon.net offer support as a main category, under which you easily see Feedback as well as Support request links. Whatever Google or any other search engine shows you, this isn’t hard to find.
  21. In my, private, opinion "The Community" simply does not exist and likely never has. Even at the high times of forums, well over a decade ago, it was always ever only a fraction of all Cinema 4D users that were active or even looking. In best case you had a few dozen active contributors every day and a few hundred lurkers, at least according to the views registered on CG Talk at the time. Cinema 4D user numbers have exploded since then, if you want to get an idea how much check the quarterly results of the desgin segment of Nemetschek and do a bit of multiplication/division. I have no idea what percentage of Cinema 4D users this forum reaches, my personal guess is that it is well below 0.1%. So in the end we are talking about a minuscle number of Cinema 4D users that help each other out and have a way way way disproportionaly large number of Maxon people helping them out with their problems, especially since this specific forum isn't visible to everyone. Different to a decade ago where you could argue that everything you did to help on a forum could help any number of users. By contributing in these numbers Maxon actually adds a lot of value to the forum, it is up to Igor to make best use of it. Even at CG Talk high time i don't think we had an absolute number of Maxon employees posting actively comparable to here, let alone having the CEO posting anything at all.
  22. Maybe try if the Geometry Axis Capsule does the trick for you
  23. The stored selection contains all polygons from before the inset operation, that means an operation using „A“ after the inset will act on all polygons but the newly created ones. Default will use either the currently selected elements (active), or if none are selected all elements.
  24. If you look closely it mirrors what you would do when modeling interactively. Of course you will need to know the neccessary nodes to achieve the result, but the process isn’t cryptic.
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