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zeden

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Everything posted by zeden

  1. I consider it half assery. This is screwing customers that were underdelivered for years regarding rendering while paying premium prices for C4D. Just throw in the full package and let us be happy and cash out on the Maya, Blender, Max and Houdini crowd.
  2. Amazing how TV VFX qualitiy is raised by the streaming platforms and the pandemic even though this here is not really feature film stuff of course but looks great. Of course you can do that with C4D. but you might want to add Houdini for water stuff.
  3. Having just one texture for multiple objects? Standard workflow in games to minimize data streaming because every single asset has to be loaded and called. So having 3 textures for 20 objects is faster than having 20 textures for 20 objects
  4. I just saw you can convert materials in material manager to RS
  5. Or they need to provide a solid converter. Look will be different anyways
  6. Was of course just a matter of hours until people find out the render times of RS CPU 🙂 I guess 10% of GPU Speed is currently the thing hence my rant earlier in this thread about leaving GPU out of core C4D
  7. Look at multilayered cloth examples in the linked videos here. That was impossible before. They seem to introduce a complete new dynamics system not only cloth
  8. Of course it is better for everyone than staying with physical/standard. But it is not about progression on CPU rendering it's about lifting C4D's general rendering into present times which means: GPU The CPU version is said to be multiple times slower.
  9. Modeling tools definietly cool. Cloth examples are a bit weak to judge.
  10. RS CPU for everyone. RS GPU with Maxon One. In my opinion a bizarre decision.
  11. It never happened because it is a production nightmare. You have zero control with classical 2d Apps over textures which in some cases are plain and simple faster to work with. Games also struggle with it. It was a good idea on paper. In reality the flat uv texture view plus procedural shader baking workflows merges traditional and new tech in CGI pretty well. Quad mapping and triplanaer are a huge help here. I know 3D Artists who never in their career layed out uvs because of the mapping options
  12. Oh cool, interesting setup for sure. Nice workaround. Thank you!
  13. Thank you! But the clones still go back to original position during leaving the field? I am looking foe a way to keep them rotated after leaving the field.
  14. Hi, I have a circular cloner and a plain effector with a box falloff. The circular cloner roates and during the rotation its clones animate through the plain effecotr box falloff and get rotted by a certain degree. But of course as soon as the clones exit the falloff they go back into default 0 Degree roation. A constant back and forth rotation as a result. Is there a way to keep the rotation given by an effector after leaving its falloff and only add to it every time it enters again? An additive coordinates change so to say? THX! Clones rotation.c4d
  15. Hi, see this file as an example for poly modeling process. There are of course multiple ways as always to do stuff like this Modeling.c4d
  16. Thx! Exactly what I was looking for
  17. Let's hope they worked on material stacking in C4D Redshift. That is a bizarrely bad implementation
  18. 11,4/19,8 = 0,57 ratio = 100/57 % ratio in C4D UVs I guess should work? But you might get stretching of the texture
  19. Hi, you can make it square and add the ratio as percent values in the cooridnates tab in the uv menue. Manually you can also use the uv transform tools which shows percent scaling as well. - Make automatic uv with "packed" - If islands are connected select the polys of the outer side and right click -> unstitch uv - Hit automatic uv again - Right click -> Resize Commads -> Fit Uv to canvas to make it square - Go to coordinates tab and insert ratio as percent values (in your case 50%) I used the inside wall but the same apllies to outsidec of course
  20. Thing is....does it really make sense to keep the two companys seperated? I mean isn't Insydium = "Maxon 2" from a customer perspetive? They just fill the C4D gaps.
  21. Hi, I want to convert a poly model to liquid starting from top to bottom using fields and falloffs with xparticles. Basically melting it with a simulated liquid effect. Is it possible to gradually create liquid with vertex maps or falloffs in xparticles? Any ideas? Thx!
  22. Sorry, but with Cineversity and the Maxon training Channel on Youtube alone you can be busy for month learning C4D from beginner Stuff to Advanced. On Youtube alone is a 6h Introduction course on R25 and the same on RS recently provided by Maxon. The paid courses on Udemy and Vimeo not even mentioned. There is a huuuge amount of training online all over the Internet.
  23. But relininking the textures is a 20 seconds job. Annoying yes. But not really a problem right?
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