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Everything posted by Hrvoje

  1. Guessing. AMD supporting OpenCL or not is completely irrelevant in such case.
  2. Folks let's keep the conversation polite please :) Wanting something from your software, comparing, wishing and similar can be executed with manners. I just want to clear up some misconceptions. 1. Someone said in this thread earlier that MAXON development team is not on par with AD or SideFX, which is simply wrong. 2. From all mentioned apps in this topic Maya has the oldest code base. Old doesn't mean bad. 3. If you are comparing something you have to establish parameters. Some apps have really high entry fee, require technical knowledge, are not emphasizing stability, don't care if tech they implementing can be exploited by all users given their hardware or OS, and all of them are simply designed to cover different areas. 4. The choice of app is not based solely on performance or feature. There are other equally important factors such as price , reliability, stability, knowledge base, fear of being discontinued, inability to own due to rental policy I can speak only for C4D and about philosophy it has. It wants to be simple as possible, with mild learning curve, enabling user to get results quickly as possible, friendly and logical, rock stable (if you ever lost your work you will want this), cross platform, interoperable with other applications to maximum extent possible, plugin friendly. In close future it wants to combine that with unlimited power, flexibility and performance without loosing any of it's trademarks. I am well aware that everyone wants it all and it wants it now, but folks, quality takes time. Recently there were additional steps taken by MAXON in form of being more open to public, such as announcing new core development and partnerships, new MAXON labs, and if you are frequent of Cafe you will notice many developers in fact post here now. I would also prefer that we don't call other users "trolls" or escalate with name calling and finger pointing, we simply don't want that here on Cafe and are sure better than on other forums. @Cutman I understand your concerns, but given the fact that you are still using C4D is simply because you like to use it and enjoy doing so, right? It probably gives you results much quicker and you can wrap your head around it way easier than other apps you tried. Arguments you are conveying are valid, and it seems that it upsets you when users don't agree fully with you. Maybe it is just a delivery method that needs some polishing :)? On the other hand, allowing arguments from other users which come from different standpoint and perspective to be processed objectively is also good practice. For example, I know many SI users who will never use anything AD due to what they did to SI. One thing that is missing from your equation (when comparing apps) is future prospects. As far as I know Maya is not getting rewritten and becoming more friendly, easier to use, less technical, nor it's core and foundation are being modernized? Also, as far as I can tell, Houdini simply has no frame to be easy to use, less low level, provide quick results nor is capable of being generalist app. Not sure anymore, but if I recall correctly you simply couldn't model in Houdini apart from some rudimentary stuff. At the end it would be nice to not to turn every topic into app war and actually enjoy content. I am sure you have some nice work, scene files, problems you solved which you can share and enjoy the Cafe for what it is.
  3. I see, thanks for the info :)
  4. What are the features you are missing in there? If you are looking for specific effect don't be shy :)
  5. Hi folks :) Small request from my side. If you have some ideas for custom scripted effector with specific functionality which you would find valuable, or you find that it is difficult or cumbersome to achieve with current set of effectors don't be shy and voice yourself. Thanks!
  6. Used to it, trained professionally for years by my better half :)
  7. Very nice to see this going live, will be fun to see new stuff in there :)
  8. MoSpline is essentially an L system. Default angle is propagated and can be considered as global. If you need varying angles you will have to specify per branch. Check the documentation for details. Cheers
  9. Almost all deformers have falloff, but this is useful Xpresso setup where you can create your own and limit the deformer. Good for learning purposes. Unfortunately bevel can't be limited nor does it have a falloff. Second file is cheating, first thing that popped to my mind. Could be there are simpler solutions... Hope this helps :) deformer_falloff.c4d Fracture_Bevel.c4d
  10. It would be much easier to help with actual scene file :) Some ideas pop to mind, however, it could be that one that is most practical is cheating. Use another setup with bevel version and use inheritance to "swap" the ones that are affected. Cheers
  11. Probably number of ways to do it. One would be to use freeze node. With it, you can "hold" or "freeze" any given value when switch is on. For example, you could freeze the value based on distance (there is distance node). Simply compare two distances such as that when they are both the same (compare node) you enable the switch in freeze thus holding the value for rangemapper. Cheers
  12. Are you sure? I highly doubt this. I believe MAXON is larger then both of them, in terms of dev manpower and manpower total. If you can provide some numbers I can tell for sure :)
  13. Your choice will be revolving around graphics card if rendering with Octane is primary purpose. Nvidia 1080 looks like good choice. Cheers
  14. @jwiede Have no clue about Mac specifics since I am Win user, but MAXON certainly won't impose any limitations or disable something, however it can't do anything if other vendor decides something that will prevent users using specific hardware and OS combination...
  15. Hi there, try this :) import c4d def main(): if op is None or not op.CheckType(c4d.Ospline): print "Please select a spline" return if op.GetPointCount() == 0: print "The spline has no points" return doc.SetMode(c4d.Mpoints) bsSelected = op.GetPointS() bsSelected.DeselectAll() bsSelected.Select(0) c4d.EventAdd() if __name__=='__main__': main() Cheers
  16. Better post this at MAXON official plugincafe forum http://www.plugincafe.com/forum/default.asp
  17. Hrvoje


    For some reason I thought she will take her clothes off and jump into water :)
  18. Hm, maybe I don't understand you, but nVidia cards will work too, no reason for them not to. There is nothing that nVidia has to allow, enable or provide for it to work :)
  19. Setup can be reduced. Simply delete the MoSpline and load tracer in SplineWrap :) Idea behind setup is as follow: - Tracer traces the null object which is animated and generates a spline ( Tracer is simply a spline) - Tracer spline is used as spline onto which Splinewrap will wrap the muscle object (reason for using muscle is simple. I can adjust the shape easily and add details) - At the end, melt deformer simply melts the thing with noise scale and strength. I used Xpresso to drive these two parameters to make things easier but one can animate by keyframes and remove Xpresso altogether Hope this helps :) P.S. In the scene, Muscle should be set to animate mode, forgot to do that.
  20. No scene attached :) This was something I had to try, hope it helps Caulk.c4d
  21. There is nothing for NVidia to enable here? GPU OpenCL will be used :)
  22. Every GPU renderer works that way since it simply has to receive data from CPU, but I believe your question revolves around "hybrid" rendering, utilizing GPU and CPU as same resource type to do parallel rendering. The answer is - I don't know yet but it is probably technically possible :) Sure there is in practical sense of the word, it is just a matter of stopping the process on request. You can set Physical renderer to caclulate to "infinity". From Physics point of view, there is no real "unbiased" real light simulator since that would require infinite processing power. No. The speed will be equal to OpenCL performance of any given GPU.
  23. Folks, here we are talking about OpenCL unbiased path tracing renderer. That means it has GPU and CPU support. In reality, that means it is an hybrid renderer and it can run on either GPU or CPU. The benefits here are that it will be fully integrated, seamless, and it won't care about your hardware. I am sure more information about this will be provided :)
  24. As far as I can say at this moment, all Windows+ AMD or NVidia, and OSX+ AMD are fully supported. First efforts are concentrated on creating an easy-to-use integration of ProRender that will provide a smooth transition for existing customers, but ProRender does offer a platform on which to deliver physically-based shading and node-based materials in the future. Unfortunately I don't have this information yet, but it is certainly possible. The aim is to have tight integration where the ProRender is seamless part of Cinema Cheers

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