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kbar

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Everything posted by kbar

  1. Viscous chocolate test using the FLIP solver. Rendered in Redshift S26. As a side note. I keep doing these renders so I have something to share on twitter. But they never turn out quite like I want. For instance this one did turn out to look a bit... rude, shall we say. And someone on twitter pointed it out straight away, so I took it down for now. But we can all enjoy it here on Core 4D 🙂 p4d_jetfluids_viscous_chocolate.mp4
  2. I am trying to gauge the number of active users. Ie the ones that visit the forum. Since there were over 30,000 members at one point I remember. So far in one day we have 25 people. That would just be us regulars that always visit every day. After a month I am interested to know how many people this poll actually reaches. I may have to post here occasionally to bring it back to the front page.
  3. I did these about 3 years ago. I haven't worked on any fire/heat renders at all yet, mainly because I don't know how to render volumes as smoke/fire properly in any renderer yet. There are so many other smoke/fire particle based solutions out on the market today I didn't focus on it. IE FumeFX, XplosiaFX, EmberGen etc...
  4. I am curious to know how many people here actually use Cinema 4D to try to gauge the number of active C4D users on the forum.
  5. Simulation for those was a couple of minutes or less. It caches the simulations. You can cache in multiple ways, either internally in the same file, or externally to individual c4d files or individual openvdb files. And at all times you can play back in real-time in the viewport. Edit: Just did the chocolate one now and it took 109 seconds on a 10Core i7.
  6. APIC Solver confined to a sphere. I think I used a bit too much force on the emitter which is causing the popping. Rendered in Redshift using Greyscalegorilla EMC Chocolate material and HDRI lighting. pour_apic_in_sphere.mp4
  7. Another overnight render just to see how a Level Set liquid would look like rendered as water. Using an HDRI for the dome light makes it end up looking more like glass, due to the mesh being treated like a solid object. Rendered using Redshift. water_fluid_redshift.mp4
  8. Just for fluids and smoke. The features are listed on this page: https://plugins4d.com/jet-fluids
  9. No, nothing has changed. People don't know all the things it can do since I don't advertise it enough. I am Just playing around now in my evenings having fun with it.
  10. And a render using Redshift in S26 with Greyscalegorilla materials and HDRIs. (Was in a hurry and didn't notice the overlapping geometry so there is some z-fighting going on unfortunately). p4d_jetfluids_stairs.mp4
  11. Just playing around with JetFluids over the weekend and thought I would share here. APIC simulation shown as particles And here it is meshed
  12. My plugin is still for sale: https://plugins4d.com/UDIM However this was built to allow for importing UDIMs by using 1 material per UDIM as a work around to the C4D limitations. This is still useful if you use Standard C4D Materials. But if someone is using a renderer such as Redshift, Arnold etc... I still advise them to use the renderers own UDIM token naming system instead. But if you do so then you will not have any visual representation of the UDIM layout like what my plugin does. There is also my free "4D Paint" toolset, which has a "Material View" that lets you select UVs and move them to new UDIM spaces. This also creates a new material for each UDIM to visualize it. But the underlying UVs are changed to be in the correct UDIM space. https://plugins4d.com/Product/MaterialView On that page scroll down to the UDIM Features section. 4D Paint also comes with the Texture View plugin, which will display UDIMs as you would see in other programs, but only if they are imported using the UDIM Importer or created using my 4D Paint tools, since it works by using a strict naming convention of materials and selection sets. https://plugins4d.com/Product/TextureView These plugins were all written hoping that one day they would all be obsolete and C4D would implement proper UDIM support. But until then these may still be useful. One last note... please do NOT buy the UDIM Importer unless you think it will help you. If you use a 3rd Party renderer then stick with its own Token system. I have issued too many refunds to people who buy it then realize it is not what they actually want. So read about it first before you purchase it. Thanks.
  13. Try exporting as FBX from blender.
  14. FYI: For anyone reading this thread and hasn't seen Thanulee's work, check out his Patreon here: https://t.co/kwDXCWS6Eh And the cool video on twitter here:
  15. Oh noooo. That makes me so sad. Such good memories hanging out at the Villa. Onwards and upwards!
  16. Thanks thanulee, I appreciate it. And yes a lot of the cheap plugins I put out were all alpha/beta, but they were marked as so. And was always happy to refund anyone who had problems with anything. Although it looks like you only bought the Alpha version of Quadriflow for $10 back in 2019, which did have limitations. I have worked with C4D for over 13 years now (even worked for Maxon for a large chunk of that) and all I can say is that Germans are direct, which I really liked. There was no messing around in a conversation, you got straight to the point. Even when ordering food from a deli in a supermarket in German, there are no "how can I help you today sir", "please" or "thank yous", just get to the point of what you want. Same goes for emails, so not just a English second language issue, but also a cultural issue. So any messages that come directly from anyone there (and it is amazing to see developers on this forum BTW) needs to be read without taking any emotion from it at all. It is not anyone being rude, dismissive or condescending. Please consider reaching out and joining the internal Beta forum at Maxon. Then you can get in on the action before it gets released. Your concerns posted here will have all been noted down. Fritz has most likely given you as direct an answer as he can, given NDA's and his inside knowledge of what can be actually done in a given timeframe. Creating features is hard work, and takes a very long time. You simply can't fix or add everything that a user suggests. This new cloth system only just got released. There are probably hundreds of other features and issues that are already being prioritized right now for the next version. Development is complex and trying to please everyone is hard to do.
  17. Hey everyone, I recently made my little sculpting tools plugin free. On the phone right now so check the links below to find out what it does and where to download. Supports R20 to S26. Note that this has absolutely nothing to do with Xpresso, but the forum forced me to add that tag otherwise I couldn’t post. @IgorSomething you could fix perhaps? This is a C++ plugin. https://www.plugins4d.com/Product/SculptProjectionBrush https://www.plugins4d.com/Product/SculptAnimator Cheers, Kent
  18. You are reading way too much into these comments and are getting emotional about them instead of just taking them as they are. He is just being straight up, to the point. What’s wrong with that? Remember you are talking with people here for whom English is not their main language. Fritz doesn’t need to be here, he doesn’t need to comment about anything. He probably isn’t in charge of what gets developed. He is just trying to help because he knows about this topic and is providing information how to use it as well as asking for more info to clarify what you actually need. Then you go and attack him? This is not a MAXON forum. Nobody from MAXON even needs to be here. If they do respond it is on their own time to help. What if someone else replied to you the same as Fritz did? Would I now be rude?
  19. I have reported this to Maxon for you. Either it is broken or they simply haven't finished off the content yet.
  20. What I was getting at is that it didn't go the way of Lightwave. They didn't just abandon C4D as it is and start on a new product from scratch with zero features. We all still got to use C4D while the engine was being replaced underneath. The performance that you are wanting to see is probably specific to some use cases, possibly the hundreds of thousands of objects in a scene issue? Which is being addressed by the work on the scene nodes. There have been lots of improvements throughout C4D, but you can't suddenly give everyone their specific speed increase. I guess I sit from the perspective of a developer who knows how hard this stuff is and there is nothing you can do to speed up development. People talk about hiring more developers, but that doesn't get the work done any faster, in fact it slows it down. C4D as I see it is a tool box of so many different workflows. You can't please everyone with every release. And just to second what Fritz just said... if you have a scene that is slow, send it to them. Or even post it up here so we can look at it. Could be something that could be solved with a different approach using a more optimized path. Or it could in fact be something that Maxon needs to know about so they can profile it to see what the culprit is.
  21. C4D was the only DCC that was able to do this. And it required such careful planning to ensure that this was the case. And the users never truly appreciated this until it was gone. But this had to happen, IE they couldn't just keep building on the old core and needed to improve everything under the hood, meaning massive API changes. We all had a good run during that time. But since R20 I now ship a separately compiled plugin for every individual release. Updating a plugin for C4D now means I build from R20 to S26 on both mac and pc. That's 14 different versions of every single plugin. This is just the way it has to be now. So also spare a thought for the plugin developers out there. Anytime a new version of C4D comes out everyone still expects these free updates, because before there was zero work involved, ie the plugin just ran. Now they have to build, test and ship a separate version for each one. Sometimes you get lucky and can run a plugin in a new build, but plugin developers can't rely on luck and should just build a separate one anyway. What is absolutely incredible, and people often don't think about this, is that they managed to change out everything in C4D but still managed to make all previous scenes still work. How they were able to swap out the entire underlying core system and still ship C4D to everyone is no easy feat.
  22. Unreal uses Z-Up for its coordinate system. But C4D users Y-Up. That is why your model will be flipped. I haven't looked yet, but there may be an option when exporting out of Unreal to convert the coordinate system to Y-Up? Otherwise from the C4D dialog that appears when you import your FBX file, change the Geometry->Up-Axis to be "Z-Axis". Not sure why your files are reversed though. They should come in fine. But you could try checking the Flip-Z-Axis option as well to see if that helps.
  23. Epic is currently running a series of Webinars that take you from zero knowledge to having the required skills to create a film, using UE5. https://www.unrealengine.com/en-US/events/unreal-engine-anz-short-film-challenge-2022?sessionInvalidated=true These are part of a short film competition they are running, but you don't have to actually be part of the competition to join the webinars. They also provide the videos to watch for the duration of the competition as well. You can watch them live or later on since they are recording them. But if you watch Live you can ask questions which is great. I am slowly going through these myself, watching them live when I can and catching up in the weekends on ones I have missed. If you are in NZ or Australia and actually want to enter, get funding and compete in this competition then feel free to do so.
  24. Looks like a really great update. Congrats to the team and everyone involved with this release.
  25. Looks like it is no longer for sale for C4D anymore, which make sense.
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