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kbar

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Everything posted by kbar

  1. kbar

    R25 Expectations

    All the brushes are surface based. The "Surface Distance" is not usable for any of the other sculpting brushes, its purpose is different and unique. If you were to use that algorithm for a brush stroke then it would not look smooth at all. FYI, I developed the sculpting system for C4D which is why I am always curious to know what people would like added. Totally agree. But they are not specific to sculpting is what I was meaning. Those are general purpose tools that can be used elsewhere and are not directly related to sculpting brushes or the sculpting tag and multi-resolution sculpting workflow. They should just buy Quad Remesher from Exoside. I wasn't saying that people are disinterested. But rather that people that wanted those tools have long moved on. It would take a massive effort to convince users to move back to C4D for painting. Away from painting software that they now know inside and out and are using on a daily basis. The curiosity is there for sure but after so many years the pipelines have already moved on from C4D. As far as the real time feedback in 3rd Party renders comment I made. This is coming directly from many customers who asked for this ability. They did not want to paint on Standard Materials (which is what BodyPaint supports) and then save out so that redshift can load them. Although I did work with Octane developer and integrated a real time update ability into their live viewport. Still works today I think. You could even paint directly in the IPR. For myself I will keep working on my own painting tools but just for myself, since there is no market for selling a plugin when as you rightly say, people expect it already built it. I created my system because I don't own any other painting software and want to do it all in C4D. It is more like to a Mudbox painting experience at the moment. It was funny though, when so many people were screaming out for the ability to paint using stamps and stencils directly in the viewport for so many years, and then when something was looking promising everyone ignored it. I did say I had 3000 downloads, but that was after 5 years of trying to see if anyone wanted to pay for an outside solution, to which the answer was a resound no. So I gave it away basically for free for a while to see what happened.
  2. kbar

    R25 Expectations

    I also developed an entire system for symmetrical painting that works using a Sculpting style workflow on top of the existing Body Paint layers system. I gave this away for free for a while too but have recently pulled it all down. Nobody really wants it (although it had over 3000 downloads when I made it pay what you want, but only earned about $7 in donations). Everyone has moved onto other applications. The main issue that many people face now is that they are using 3rd Party renderers in C4D. And you can't paint live on a texture and have it update in that renderer. People using Mari and Substance are disconnected enough that this does not bother them. But inside C4D people expect, or want to, see the final result while they are painting. So no one really wants to setup Standard Materials in C4D just so they can texture paint anymore. And in a world of procedural materials and textures I really don't know many people that even paint anymore at all. If you know people who want these tools then let me know. You could paint using Stamps, Stencils with Symmetry right in the Viewport. These tools have been around since R17. https://www.plugins4d.com/Product/PaintBrushes I am curious to know what people actually want from BodyPaint. It sounds like it is just a new look to make it seem fresh. Internally it is a solid system. But these days do people want to paint on textures or do they want to paint masks like what Substance does? How complex are the models people want to paint? Mari is dedicated and can handle huge models and a large number and large sized, textures. Which is why it has a custom caching system. Can you, or should you, even attempt to compete with Mari? A dedicated tool for the job will always win for painting complex models in a studio setup. And with the subscription model now they don’t even sell BodyPaint3D as a separate application, so even harder to convince a studio to purchase a Swiss Army knife tool like C4D when all they want is a dedicated painting tool.
  3. kbar

    R25 Expectations

    Could you explain the "Surface" option and how that applies to sculpting. I might not be getting exactly what it is you are after. Since the sculpting brushes are surface based. They don't just take what is under the brush preview. It looks at the connected polygons on the surface of the model and if they are with the radius of the brush then the vertices are affected. There is also the "Surface Distance" option on the grab brush which works a little different as well, it walks the surface of the connected edges and calculates the amount of distance travelled from the centre hit point. Also if you want a duplicate layers option I added it to my own sculpting brush tools if you need it: https://www.plugins4d.com/Product/SculptProjectionBrush I have asked people a few times what they would want from the Sculpting system as far as additions go. But I don't hear anything at all other than wanting auto retopology and meshing tools. Which aren't actually related to the sculpting tools. And since R23 there is a new remeshing algorithm built in called "Remesh". Which got improved further in S24 with more options.
  4. Perhaps you could include a picture of the resulting HDRI you are creating and point out where these dark areas are? If you are seeing some vertical lines after using the Spherical cam, try moving the camera just off centre by a tiny bit.
  5. kbar

    INSYDIUM TerraformFX

    Also Terragen and World Machine. I have often thought of making something like this myself but the competition is steep. I think Frank has done an incredible job. And with the backing of it now being part Insydium I think this has a great future. Would be so much fun working on a plugin like this. No end to the number of features you can add.
  6. You can use Moves By MAXON (or the older CV-AR) iPhone apps to get the animated mesh data for the face.
  7. You can probably achieve very similar results with both. Hot4D has a deformer and an effector, it can apply the foam maps to a vertex color tag. Whilst aaOcean is a deformer and a Shader. Hot4D has a nice looping option now thanks to the work by Valkaari. I haven't had any time myself yet to use these for any project but you can find more info on both on my website. aaOcean: https://plugins4d.com/Product/aaOcean hot4d: https://plugins4d.com/Product/Hot4D
  8. I have rebuilt Valkaari's HOT4D plugin for R20 through to S24 on both OSX and Windows. All the plugins and installers are correctly notarized with Apple so there will be no installation issues on OSX. This is not a free plugin. I have to cover my costs. Visit here for more details: https://www.plugins4d.com/Product/Hot4D Should also work on the new Apple M1 chips in S24. I haven't tested since I do not own one. All of Bob Walmsley's videos appear to map well to this new version. You can see all his videos on my website as well. Here are two examples of scenes created with the R16 version of this plugin.
  9. kbar

    Jet Fluids

    Jet Fluids 0.16 is now live. Includes fixes for collider forces on fluids. Also includes an update to the Mesher Object to mesh object lines to see if it is useful for any non-fluid type experiments. And here are some cool looking test sims by Zack Williams (Twitter: @ZWMultimedia)
  10. kbar

    Jet Fluids

    Jet Fluids 0.14 is now live. Lots of stability fixes since my last post here. Below is the full change list visit: https://www.plugins4d.com/jet-fluids This video shows the very latest addition, which is a Mesher Object to mesh FLIP, APIC and PIC solvers. This video shows the creation of a simple simulation and then using the new Mesher Object to create a mesh from the particles. There is now also velocity support for Thinking Particles. Here they are being colored according to the particle velocity based on a gradient.
  11. Hi @peepo, I would recommend watching the videos on the product page: https://www.plugins4d.com/UDIM You can also find full documentation for it here: http://help.plugins4d.com/?id=1205 For your case what you need to do is make sure the object is selected in in the Object Manager, then open up the "Plugins4D->Load UDIMS" dialog, then press "Setup Selected". Try that and let me know how you get on. Cheers, Kent
  12. Yea sure. Just flick me an email by replying to the purchase from GumRoad and I can reset the key for you.
  13. You might like to try my plugin. https://www.plugins4d.com/Product/Align And if it doesn’t do what you want then just let me know and I will update it so that it does. Alignment and Distribution Tools: AlignmentAndDistributionTools.mp4 Align to Pivot Point or Bounding Box center. Use in a Drop To Floor workflow Distribution Object: p4d_distributionobject.mp4
  14. My plugin lets you do this. https://www.plugins4d.com/UDIM And there are more tools in 4D Paint that lets you add new channels and work with textures in a UDIM style workflow using standard C4D materials. https://www.plugins4d.com/4DPaint
  15. kbar

    Jet Fluids

    Jet Fluids 0.11 is now live. Did a bunch of stability fixes and also improved the workflow for using particles based simulations with the Volume Builder and Volume Mesher. You can find the change list over on the main site: https://www.plugins4d.com/jetfluids The sim time for this was 57 seconds on an Intel i7 10 core machine. I can't compare with X-Particles or Houdini since (1) I don't have them and have never done fluid sims in either of them. And (2) this is purely a CPU based simulation and does not use the GPU at all. But it will run anywhere. It even runs well on a 2013 Macbook 4 core machine. Watch the video below to see this scene being created and simulated.
  16. kbar

    Jet Fluids

    I am refusing to buy either of those in an effort to keep plodding away improving my own system. Will have another update out in the next few days as well.
  17. kbar

    Jet Fluids

    Jet Fluids 0.10 is now out. A whole bunch of fixes as well as a new PCI SPH solver. More info about what is new can be found on the main website. pci_sph_test.mp4 I also found some time to make an overview video of the changes from 0.09 and 0.10.
  18. You haven’t shown what the rendered image from C4D actually looks like. Does it have a line in it? I do remember there being a glitch in the spherical camera code. Try moving your camera so it is not at (0,0,0) in C4D and render it again.
  19. kbar

    Jet Fluids

    Hi @Voytech I took it down because I was getting feedback about certain features that were broken, even though I have fixed them in 0.09 people didn't understand. So I am not sure what I will do now, since the 0.09 version is much better and I can't give it away for free since lots of users have paid for it already. And it makes very little business sense to spend time and effort to create a 0.085 version just so I can give it away for free. If I ever do a version 0.10 then I may consider giving the 0.09 one away for free again. Also a little FYI on using this forum. Make sure to put an @ in front of my handle, otherwise I don't get notified that you mentioned me.
  20. Note that this may not be thinking particles specific. Is there a way to emit particles from a circle spline? I was curious to see if I could use a regular emitter to emit particles from a circle to create the Dr Strange Portal effect using regular C4D tools. But so far I haven't found any way to do this. My idea was to just use a regular emitter and emit from a circle spline, add some rotational force, create a few different variations to have some sparks fly out etc... I am using S24. Now I could code up a solution myself for this, but this surely must already be possible. Thanks in advance!
  21. I think you misunderstood what Igor was saying. Instead of creating this thread, you could instead add it to the downloads section of Core4D. It can just point to GitHub as well if you don’t want to actually upload the files there.
  22. Wow. I just took a look at the Maya Indie licensing and it only cost $429 New Zealand Dollars per year. And I think you can even develop plugins for it, which you couldn't do with Maya LT. And its great that they only take into account earnings from "creative work", which is really great for hobbyists who may earn over the threshold doing something else. Maxon should 100% take note of this and put out a similar off with similar terms. If I was starting out today I would most likely go for Maya and Houdini Indie versions.
  23. kbar

    Jet Fluids

    Working on some more updates for the JetFluids plugin. Adding in the ability to apply force to the volumes. Also adding in Fields support. Lots of additional little bug fixes and here and there also. You can get the current version 0.08 for free here. https://www.plugins4d.com/jetfluids Next version will be 0.09. Some WIP so far using forces and fields. Note that the simulation time is not realtime, but it is pretty quick. What you are seeing below however is the realtime playback in C4D after simulating. All frames are individual files on disk. Using a box to apply force to a fluid. No collision detection is happening here, just a downward force from the box. Box is driven here using Signal from Greyscalegorilla. Applying a spherically shaped force upwards from within the water. Using a Spherical Field as an attractor to pull the liquid up for a few frames. Churning some liquid using a Radial Field,
  24. You could add a Vertex Color Tag. I even have a tool that lets you draw on them with a sculpt tool style brush. https://plugins4d.com/Product/VertexBrush
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