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kbar

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Everything posted by kbar

  1. I read through Shrikes post, all great points. But people should look at the nodes system as a tech preview. And even though the examples may only be showing cubes and spheres, what it is demonstrating is how they are solving the #1 problem that everyone on every forum or slack channel has been hammering them about for years. And that is being able to interactively move millions of objects around in the scene. I get that people want to see real world examples. But all anyone needs to do is in their minds swap out those million cubes for a million houses, or a million trees, or a million cars in a simulated city or a million space ships flying around. Ignore the models people and look at the number of objects in your scene.
  2. In addition to what Bezo showed... You could also use the "Texture View" from 4D Paint tools (its free). If you skip to 8:20 in this video you will see where I change the channel being displayed by clicking on the channels or layers that I want to be shown.
  3. From your description it sounds like you want to pack UVs from multiple objects onto one UV map? You can use a Canvas (from the 4D Paint plugin) to let you view the UVs from multiple objects in one UV space. And if you really want to you can sample the textures to a new material. There is basic editing for scaling and moving the UVs. No rotating though at this stage.
  4. In recently added Redshift support to my UDIM importer if that helps. https://www.plugins4d.com/udim-importer
  5. In that video Rob is only painting on half of the model. The model is using the Symmetry Object so the other half is just a mirrored version of the part he is painting on.
  6. You can also do this using the 4D Paint tools as well (they are all free). Just open the Material View->Tools->Select Edges. When in point mode it selects edge points, edge mode it selects the edges and poly mode it selects all the edge polygons. It is also a command so you can dock it anywhere you want in your layouts. https://www.plugins4d.com/4dpaint https://www.plugins4d.com/material-view-2
  7. That is the ID for the Soft Selection Tag. What version of C4D did you create your file in, and what version of C4D is the render farm using?
  8. Khanh Trieu is not the author of any of these scripts. He has taken them directly from Lasse Lauch, Marc Pearson, Noah Witchell, Andy Runyon, Can Erduman and Andrew Noske and just packaged them up. Here are the links to the original scripts here in this thread if people want to go directly to the developer sites. https://www.lasselauch.com/c4d-script-add-null-to-selection-v2-0/ https://www.lasselauch.com/c4d-script-c4d_renamer-pack/ https://www.thepixellab.net/editoptimize-free-c4d-script http://www.noahwitchell.com/python-scripting-for-artists https://helloluxx.com/tutorials/cinema4d-2/cinema4d-misc/disable-sds-script/ https://andrewnoske.com/wiki/Cinema_4D_-_my_Python_scripts
  9. Sounds like you should just be doing multi-channel projection painting instead of stretching images over UVs in Photoshop. There is no way that I know of to handle the workflow you describe in Photoshop itself. But you could do some manual method with duplicate layers and copy pasting into the same region. But that would be very tedious. If you want to project Color, Normals, Bump etc... all down at the same time you could give my tools a go (they are free). You just setup your material with the images you want to project in each channel, then drag it into the Material slot of the Paint brush. You can then do a lasso select over the entire surface and project that down onto the object. Here is a video that actually uses a Substance Material, but the workflow is the same if you don't have substance and just use a standard material. Edit: Actually looks like you are using version 7 of C4D. So these tools won't help you. 😞
  10. This was specifically so that my 4D Paint painting and texturing tools work correctly in S22. These have just been released for free for everyone from R20 to S22.118.
  11. There is no button to repeat your last stroke. But what you could do is draw a spline on the surface and use that with snapping to draw your stroke onto the surface. And I think... you might be able to double click (or right click, or something) to apply it to the line as well. I am a bit foggy on it these days, but I do think drawing/snapping to splines drawn on the surface will do what you want. But you will need to draw, undo, draw, undo until you have the look you want. Then double click a few times to apply it over and over to get the final look you are after. I also have a "Duplicate Sculpt Layer" command in my own plugins (https://www.plugins4d.com/sculptpack) which you could use to draw your strokes onto one layer, then duplicate the layer to add the same effect again. When you are done you can merge the layers together. You might also be interested in this video I made a couple of years ago, since I made it to help out users coming from zbrush If there are any features for sculpt brushes in zbrush that that you would like to have in C4D then just let me know. I really should get back into making more brushes and features for people.
  12. If you have added the plugin folder to your Edit-Preferences-Plugins search path then you can simply uncheck it in the list and the plugin will no longer get loaded when you next start C4D. The plugins search paths was added to R20 I think.
  13. I own my own personal perpetual copies of C4D from R17 to R21. When R22 comes out I will buy a perpetual license to that as well. I still haven't decided if I will move to subscription after that or not. But I personally don't see any big deal with any of this stuff going on in these threads. For me I happily throw $1000 at MAXON every year for my perpetual. It is the tool I use earn a living. I have to stay updated with the latest version (and keep all older versions) to do my job, it's just an expense, just like making sure I have good tires on my car. I spend way more money on computer equipment than I ever have on my C4D licenses. If you are a hobbyist it seems even better now since you don't have to pay $7000 to get into C4D. If you are a long time loyal customer are you not happy that your favourite company is doing well and won't go under or have to sell out to someone else? It's strange since it feels like it's only me who looks at MAXON and just says "good job guys, keep it up".
  14. I think @Cairyn has this sorted. My only other thoughts were if these are IGES assembly files, then I was wondering if this could be done at the import stage. So it only imports just the parts and assemblies that you require, that you specify in a document. Rather than importing the entire model and then hiding the parts. These assemblies can get HUGE with thousands of small parts. But I haven't tried importing these into C4D myself so I am not sure how powerful the importer is and if that is even possible. If I was writing my own NURBS importer I would have added this in 🙂
  15. Please feel free to add all your suggestions and ideas to your own thread here... https://www.c4dcafe.com/ipb/forums/forum/284-plugins-requests/ Us plugin developers can then look over everything and see if there is some way to help out with a separate plugin. This is something I regularly do for people. Would be great to see all your ideas in one place. For what you wrote above it might motivate someone (even myself) to create a specialised version of the timeline that suits your needs.
  16. First of all I do agree that a "thank you for your suggestions" email should at least be sent, even if it is an automated one. But you need to consider time frames for this type of thing. If you make a suggestion today then it goes into the pool of ideas. These are then looked at over a period of probably a year to decide what to do next. Then development would start. So lets say development started today on a feature for you. You would not see it until September 2023. Since if it starts being developed now then it will not be out for R22. And even if it is started now it might not be finished by the end of this year, which would be the cutoff date for R23 features, to allow documentation and beta testing on it. Which means it won't make it into C4D until R24. But with this subscription change you never know. It may be able to come out somewhere between the traditional R23 and R24 release. Either way, they have an entire team of UX people and product people all working out the next moves. Which is now compounded by the addition of RedShift and RedGiant. And they would also have a backlog of features they already have planned to add that is most likely 3-5 years long before they even get to looking at new things.
  17. Sounds doable. Might see if I can find some info on what this format is.
  18. Looks like it is a C.O.F.F.E.E script made in 2005. COFFEE was removed in R20. So I don’t think you will see an update for this. They would need to rewrite it completely in Python or C++ tastudios are definitely the ones who created it. https://forums.cgsociety.org/t/steadycampro-the-camera-animation-tool/904071
  19. Do you by any chance use After Effects? Since it comes with C4D Lite if you have Adobe CC I believe.
  20. kbar

    Vertex Painting Brush

    Just an update to say that this has been released and is available to all of the Alpha Tier patrons on my Patreon. https://www.patreon.com/posts/vertex-painting-32996746?utm_medium=social&utm_source=twitter&utm_campaign=postshare
  21. Yes it’s possible. I am just not sure of the interest level in such tools. I have created such a system as an experiment with multi level voxel sculpting in C4D. But decided not to pursue it. But if their is genuine interest in these tools I could take a look at them again. It’s a hard sell from a 3rd Party developer like myself since people already use zbrush and 3dcoat. And from my experience it feels that artists are more willing to wait and see what MAXON does than buy new tools if they already have an existing workflow.
  22. kbar

    UDIM Creation Tools

    Hi Dan, Thanks for the feedback. You can already import UDIMS into C4D standard materials using the UDIM Importer. This also comes as part of the 4D Paint Bundle For changing settings over all your materials actually works ok. You just need to select all of them on your object, which lets you make changes to all of them at the same time. The only thing missing was changing specific layer settings (transparency, layer type, visbility etc...) on the textures, which is what my tools also allow you to do. I do see all of these tools as temporary until MAXON adds proper UDIM support. But for any artists out there that want to get started with the concept of using UDIMs in C4D, or importing them from other packages, then that's where these tools help fill the gap for now. Cheers, Kent
  23. kbar

    UDIM Creation Tools

    Everything I am making works in R20 and above on both OSX and Windows.
  24. kbar

    Jet Fluids

    A few updates have been done to Jet Fluids. Its now up to version 0.06. Here are the update videos... Some test scenes to highlight the velocity of moving emitters. I also tried to replicate that FumeFX demo. This screen shot shows the VDB data being meshed. I will do a nice smoke rendering in RedShift next year sometime. This took a couple of minutes to simulate on my 10 core i7. And viscosity test made for a user on twitter. Happy holidays everyone! Cheers, Kent
  25. kbar

    UDIM Creation Tools

    Hi everyone, I have been developing some new tools to create UDIMs, move UVs from one UDIM/Material to another, and transfer texture from your existing material across to the new UDIMs. Just wondering how many of you out there are actually importing and using UDIMS currently in your workflows, from Mari or Substance etc... and if you would be interested in seeing me continue working on these types of solutions for you. Cheers, Kent
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