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srek

Maxon
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Posts posted by srek

  1. That looks like an Object node referencing an object that is named "Connector Spline". I can only assume it is a simple linear spline with two points, the first of which is referenced in the upper Point node and set to a constant value, while the scond point of the spline is set ito the neares point on the Spline that is connected to the Spline Object input of the Get Nearest Point on Spline node.

  2. 1 minute ago, Havealot said:


    That can be done with a shader field in the vertex color tag. No need for Scene Nodes. But: You can do some cool scene node setups when it comes to scattering initial spawn locations for the particles and crafting your own velocities and such. 

    My mind is a bit stuck in node land  😉  

  3. On 3/19/2024 at 7:33 AM, HappyPolygon said:

     

    Judging only from what McGravan has shared, this is not wat will happen.
    All I see is an easier way to access the capabilities of Thinking Particles "porting" them to the standard model.

    It really isn't a port of any kind, it is a new development from the ground up and any similarities to TP are simply due to it being a particle system as well.

  4. 4 hours ago, Mash said:

    .max for a modern 3ds max file. 

     

    .3ds is ancient. Its limited to 16,000 polys per model, 8 character long file names etc

    There is only one step down from 3ds and that is stl

  5. If you import anything new into an asset database new hashcodes will be created. But if you already have a database, why not just connect to that from the new installation? If you used the default preferences database you can create a new one in a location that is independent from your Cinema 4D installation and copy the assets you want into it. Then just connect any Cinema 4D installation to that database. There is no need to do a new import.

     

  6. 7 minutes ago, HappyPolygon said:

     

    I found them very interesting. And I was waiting for many more. I thought you had mentioned once that the reason for not posting more stuff was thar you were busy... and since there were much going on with updates and teasers from McGarvan I just accepted the delay. If you ever feel creative and want ideas to post for your blog PM me, I might have something in mind.

    My health issues are an ongoing concern for decades, sometimes more, sometimes less. At that time it was a bit more. The stuff i do on Nodebase is usually not really dependent on the latest and greatest, though i do use the most current Cinema 4D relase at any point in time.
    You and anyone else, please feel free to drop me a request, it motivates me 🙂
    https://nodebase.info/request-a-topic/

  7. 1. Donovan is creating these videos on his own time and uses them in posts he does all over the place. It is up to him to decide on how he wants to handle this.
    2. I'm actually not comfortable with seeing these videos listed here, if Donovan would want that he could easily do this on the Youtube channel
    3. This can be done, but currently it's a bit involved since it requires a good understanding on how to use topology in scene nodes
    4. The invite has been posted numerous times all over the place, please join https://discord.gg/p2G7hwwR
    5.
    6. I was honestly waiting for a bit of feedback regarding the direction i should take the blog. In the months it was available there was a single request and visitor numbers were rather low, so i decided to not put more effort in at this time. Also it seems that videos are a lot more popular than the blog posts i can offer, but i am not comfortable creating video content.
    7. While technically fields the Scene Nodes experimental fields only share superficial similarities with MoGraph fields and they do not interact with MoGraph in any way. They are simply an experiment on how nodal fields could look like.

  8. 14 hours ago, LLS said:

    it isn't any better XD.

     

    I didn't know we had a node like that 🤣

     

    damn scene nodes making things easier than I thought.

     

    I tend to think at way more of a raw level than what scene nodes already provides. 

     

    that distance node should already provide everything necessary.

     

    although it's still fun to try and implement these things on my own and develop them further 🙂

     

     

    You can do it even easier, if you convert a vector into a float, by connecting a vector port into a float port, you will get the length of the vector as a result.

  9. From all i know he will continue to work, i simply can't imagine Paul not being active in one capacity or the other. Since i have no idea under what kind of contract he worked i can't, and even if i knew i wouldn't, tell what the financial arrangements around his retirement from Maxon are. I also don't think this is something i, or anyone else outside of the directly concerned parties, should be involved in or speculate about.
    Frome an absolutely personal pov i can easily see him as a member of a board of one, or more, companies related to the industry. His experience is invaluable.

  10. On 1/28/2024 at 3:38 PM, LLS said:

    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?

    Something like this? https://discord.gg/YcFxmJX9

  11. 2 hours ago, HappyPolygon said:

     

    Who's Wendy ?

     

    Pauls wife, who also worked for Maxon all these years, just not as publicly visible. 
    We still have their daughter, so there is that 🙂

  12. Paul, as well as Wendy, were with Maxon for 25 years now. His decision to leave was his own and i am very sure everyone here at Maxon is sad to see him go. The idea of Paul retiring is a bit ludicrous though, if you know him then you know he has way to much energy for that. Personally i think he should become president of the USA.

  13. No one will be able to tell you anything useful without seeing the scene. With Scene Nodes it can easily happen that an error made with iterations will result in enormous amounts of data and processing. Share the file and we might get an idea what is happening.

  14. 2 hours ago, DALII said:

     

    Would it be possible to mimic the Cubic (World) projection with this setup? That would result in an uniform UV scaling over multiple assets? Would be nice to use it with Corona Patterns that are configured to work with the Cubic mapping?

    Not this specific setup since this applies the exact same function to all UV points. However if you process all UV points separately and reposition them according to a projection of the related geometry point position you can create your very own UV projections. It is a good deal more complex than this example though.

  15. 5 hours ago, Cerbera said:

    Ah yes, if we 'cross the streams' in a single move that does indeed report the created error state polys as non-planar (and produces visible polygon display errors in most cases). Even if that is terrible technique, and can't create a usable surface out of such cuts it is still a bug and confusing to users that it reports the error as non-planars when they are not. 

     

    CBR

     

    I think they are actually non planar, they are folded 180°.

  16. I might see what you mean. If you do multiple line cuts one after the other with overlapping lines it can happen that the resulting polygons are partly inverted, which is shown as non planar in the mesh checker. While this should of course not happen ideally, it would be more an issue of bad practice. You should not do overlapping cuts in a single modeling operation.

     

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