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Hrvoje

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Everything posted by Hrvoje

  1. From experience I can tell you that making trainings is multi stage process. First you have to envision one and construct the timeline and events for it. It is very easy to fall into a trap of showing user something which requires previous knowledge which simply isn't there or is falsely assumed. Spend your time wisely and do a detailed breakdown of whole training. Write down each lesson, revisit and refine to a point where you have whole training literally on paper. Make absolutely sure that you don't convey not even a shred of incorrect information to viewer and be precise. If you will use an explanation which is not technically correct but you assume your interpretation will help viewer to understand the concept better make sure to point it out. This can take enormous amount of time. Second is to practice narration and vocalization. This is quite demanding and will take time to get comfortable with it. Watch your breathing, pops and crackles. Explaining something and building it at the same time is exponentially more difficult and it gets worse if subject is technically challenging. One more thing to consider in your (and my) case is to ensure what you are conveying is in the spirit of language and topic covered. Third is editing. The better you do the ones above, less time will be spent editing. Depending on how refined you want to go this stage can take most of the production time. Fourth, but not least important is to keep checks and checkpoints. Save often, remember where your cursor was in UI once you paused, recording app can crash, double check your mic every time, mute your cellphone etc. Make a list which you have to go through before recording. Don't hesitate to be detailed regarding scene files to a point such as "Saved_at_5:32_prior_to_when_I_extrude_a_polygon_cursor is over_this_node" style. And good luck mate, you are taking quite a challenge now ๐Ÿ™‚
  2. Unfortunately there is no new line support yes, something we will add for sure, however, you can change the UI on value node to multiline string and use that if it helps. Check the attached scene multi_string.c4d
  3. Another example Scene Breakdown: roughly 2,5 million voxel cubes If you open the scene you will notice that very dense mesh is used to generate huge amount of non intersecting voxels which lead to final result. Navigation is smooth and fast. Viewport is already set to fast shading, do not change it! This is not possible with MoGraph voxel.c4d
  4. Hi folks I was asked on pm to show a scene which "proves" major performance increase with scene nodes over MoGraph cloning. Here is a small setup which illustrates how capable node system is: Scene breakdown: 50000 rocks, gazillion polygons, distribution algorithm is preventing overlaps as much as possible If you load the scene as is you will notice that navigating is practically impossible since it is very slow and unresponsive, practically not usable. - Click in the empty space in node graph - Change the viewport to fast shading mode Now you can smoothly navigate the viewport on single mid level consumer graphics card. I would like to stress that system is not yet optimized for playback and full performance Rocks.c4d
  5. Documentation has to be updated. Selection to Indices is get selection node but name was misleading. The node will output index value for any selection that is stored in stream. For example: You can have a selection with some predefined keyword Or you can get a custom selection
  6. I have put cache under quotes for a reason. Think of it as importing mesh or splines into graph itself, so you don't need object in object manager. This means you can for example create generators with custom objects etc
  7. Yes, this is due to performance reasons. Preset system works only for classic stuff - wip ๐Ÿ™‚ btw you can ctrl+dag polygon or spline from object manager into nodes graph and have it "cached" there, not sure if you know that
  8. @Sandidolsak In imported object enabled time dependent, that will force evaluation of animated data
  9. Workflow is 100% compatible. Capsule is simply a template group node. You build whatever you want then place it in the group which corresponds to what you made ( spline primitive, selection, modifier etc), save as asset and you just drag and drop into object manager and it works ๐Ÿ™‚
  10. Try this, I used different approach and with nodes - sorry, didn't see it was python specific topic ๐Ÿ™‚ rot_diff.c4d
  11. One tip: Instead of referencing objects from old object manager, you can ctrl+drag any polygon or spline object into nodes graph and "cache" it, so it becomes pure geometry object contained within the graph
  12. You can also use some predefined stuff here - copy&paste from doc re you can enter the name of the selection that you want to read out. Otherwise, the active selection will be used. You can also use special keywords and logical operations here to create a new selection from scratch or a combination of already saved selections. The following keywords and operations can be used: default: If the geometry already has an active selection, it will be used for the output. If no selection is active, all elements of the chosen type will be used. odd: All elements of the chosen type that have an odd index will be selected. even: All elements of the chosen type that have an even index will be selected. all: All elements of the chosen type will be selected. hidden: Hidden elements will get selected. Name of a saved selection: Use the name of a stored selection to make it active. Take care to use quotes with selection names. You can also use a combination of a saved selection and another keyword or selection. Index string: You can use index numbers directly as you would with the โ€œIndex Array from Stringโ€ Node. Using operations: You can use mathematical and logical operations to combine or subtract selections. Using the string odd โ€“ โ€œcenterโ€ for instance selects all odd elements and then subtracts the selection that has been stored by the name โ€œcenterโ€. You can use +, -, & (logical and), | (logical or) as well as a comma to combine multiple selections or index sequences For those built in selections you don't need to use quotes. so use odd instead of "odd" for example. Only names selections use quotes
  13. Tried "Angle Between" node? You can get angle between two vectors. Also, can you post a scene file? Trying to get a sense of what what is the end goal, there might be a different approach. From the last file you posted is looks as though you are simply looking to decay...?
  14. You can do selections by using "select" node and designate the selection you want to use. Check the scene ๐Ÿ™‚ NODE Windows from Polygons_mod.c4d
  15. Hrvoje

    UV to mesh & back?

    Hey Sandi That was an easy on e to make ๐Ÿ™‚ I am afraid you can't write to UV tag but you certainly can import UV's from tag and process them to mesh in Neutron.
  16. Oh, I recall that movie with a kid in spaceship ๐Ÿ™‚
  17. I see you have S24, why not do it within Neutron? ๐Ÿ™‚ So, if I understood you correctly, you want the clones to get some rotation data based on incoming value...?
  18. Hrvoje

    R25 Expectations

    Thanks for the input! Scene nodes have to be more complex by definition. To illustrate the point, you have Objects, MoGraph and Xpresso currently which gives you some separation. In nodes they are all contained within unified environment with scene manager as abstraction of it. I understand the set driver / driven argument but that is solvable with UI change where subchannels become accessible on node. I was wondering if there are any other examples so we can check them out while there is a lot of room for changes and improvement ๐Ÿ™‚
  19. Hrvoje

    R25 Expectations

    I understand the general sentiment, but can you be more specific with an example? Please bear in mind that if you want to create an object in Scene nodes you do that in node system and you get that object as a node, where Xpresso acts on object in object manager. Creation of object in object manager, dragging it into xpresso window is also a step user has to take. It seems to me that only tangible concern I managed to read out is about component access in scene nodes...?
  20. Hrvoje

    R25 Expectations

    Can you please provide an example of what Xpresso can do and that you can't do with scene nodes? thanks
  21. Hrvoje

    R25 Expectations

    Within nodal context it would be really difficult and complicated for user to distinguish some "Xpresso" or expression layer derived from nodes when nodes are in fact the scene itself. Looking at same data and same UI but abstracting that those are two different things is not something I would be in favour off... @hikarubr Xpresso requires objects or parameters to work. It needs geometry or some sort of data to act upon. Scene nodes are the scene elements themselves, you can generate objects or components with it. Regarding set driver / set driven - sure, a command for something that is commonly used. Xpresso uses two nodes and is accessing vector components directly from node, where in nodes separate nodes are used. We could think in direction of making that the same in nodes, that is just a UI change @mrittman Nodes are not used that much yet simply because they are new. It takes time for people to get access to them given that not everyone jumped immediately on 24, training material is scarce, and in general such changes need time to get traction. Same with MoGraph for example, it simply took time for people to explore it and start producing content I would really like to see more questions about scene nodes if you guys are hitting roadblocks with them. It is scary big system with a lot of nodes, but so was MoGraph or ICE for example when they came out
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