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SKaiser

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Posts posted by SKaiser

  1. 19 hours ago, LLS said:

    Also, I really like the work Bob puts into these videos. I always respected the marketing, its second to none imo. Maxon can even learn a few things off that...

     

    Not to drag on for too long but I also want to add:

     

    Insydium through the years have shown potential that maxon couldnt effectively provide, and proved that a company like insydium can provide something different and unique from the even bigger players... and I will always repsect them in that regard... I hope this company the best...

     


    Personally, I think you've been sold the dream. Is X-particles useful? - Yes it can be, but don't be blinded by all the bells and whistles its fancy marketing team provide. Not to long ago I was taken in by all that too, only to find that al that glisters is not gold. Awful technical support, a community that was basically non existent and a very expensive and somewhat buggy product. It's almost as if all Bob's videos were to give an outward projection of a company that wasn't as prolific and well put together as they would like you to believe. Yeah, the 'Particles' side to X-Particles is somewhat functional, but woe betide you if you're naive enough to use their dynamics, fire and water sims in a commercial production pipeline....they just don't work as well as they say it does. I stopped using their plugin for a good few years, finding suitable alternatives in After Effects to fill the particles hole. Honestly if it wasn't for the fact that my current role demanded it, I still would not be using it. Granted, X-particles has become a lot better and less buggy since then, I'm still not stupid enough to use anything but their particle functionality though. In contrast Cinema 4D actually does what they say it can. It's a very reliable tool, and the product speaks for itself, they don't need all the fancy marketing as a selling technique, the application just works.

  2. 7 hours ago, DMcGavran said:

    If we added everything from the start you would have to wait months more.   We delivered what we think is a great release that is very usable.   Additional features will come.

     

    My comment wasn't meant to diminish the amazing work you guys have done, that being said - I am looking forward to what's to come - Thank you.

     

    7 hours ago, srek said:

    You can create a Vertex Color Tag from a texture using scene nodes. The Vertex Color Tag can then be used to control particles in whatever way you want.

    Image 2 Vertex Colors_0003.c4d
    It's quicker if you can do without UVs though
    Position 2 Vertex Colors 01.c4d
    image.png.c264df825c761d348907a2cd5bbda732.png

     

    I will give this a go - Thanks!

  3. This latest Particle addition is a welcomed update. Pretty sure Maxon have probably been working on this for a while , I applaud them for their persistent and hard work.

     

    The particle capabilities are very thorough. Though after watching Chris Schmidt's 4hr preview, I noticed a few important aspects were 'missing' so to speak. Maybe I missed them or maybe the functionality is there but not as obvious as it is in X-particles for example.

     

    One aspect was the ability to emit from a texture, this is something I'd imagine is easy to implement and also something I use a lot. Very surprised this functionality isn't there from the start.

     

    Secondly was the ability for particles to follow a 'flow path'. I'm amazed this wasn't included and I do hope that this functionality will be available in a recent update. While I will use the new particle system wherever I can, I don't think I'll give up on X-particles just yet unfortunately.

  4. Well, a new particle system is coming for sure! I'll be very surprised if it can replace X-Particles outright from launch....I really don't think it will be able to but it's a step in the right direction by Maxon,  I do hope they continue development in this area past the initial release.

  5. I've been off the C4D rigging scene for a while.

    I learnt to rig using the tutorials from the C4DCafe rigging series, these are over 10 years old now and I'm wondering has there been any dramatic advancement in this area? If I were to make a custom  (non mammalian) rig, should I use the rigging system in C4D or should I make my own custom rig using the skills I learnt >10 years ago?

     

    Thanks!

     

     

  6. 3 hours ago, srek said:

    Interaction between scene nodes and Standard Cinema 4D is limited to scene nodes receiving geometry and data fro Cinema 4D. Standard Cinema 4D Can not react on scene nodes in any way.

     

    I'm a little confused as to what this means and what the implications are. Are scene nodes separate from 'Standard Cinema 4D'?

     

    Standard Cinema 4D can not react with Scene Nodes but can Scene Nodes be used to create a scene of many 3D objects that are not procedurally generated? Am I able to import/create objects to be referenced by Scene Nodes?

     

    I'm trying to see if Scene Nodes can help with an issue I have that often arises when I work with Cinema 4D. Namely, the viewport and playback lags whenever I create a heavy scene made up of many different components. This occurs in scenes created via mograph (which Scene Nodes look like they can handle), and also custom made 'modelled' geometry which I'm not sure if Scene Nodes can help in any way.

  7. 9 hours ago, Hrvoje said:

    @Shrike @MikeA

     

    Guys, when you say  "we need to get away from playing and thinking with cubes and spheres, and into something practical,"

     

    Please give me an example of that so we can try to build it with nodes 🙂

     

    I have an example which isn't so much a system or builder but more to see if Scene Nodes lends itself to working in a certain type of way.

     

    Currently I have a scene composed of many different elements . All elements I've modelled separately and combined into the one scene. Together, all these elements make cinema grind to a halt so I've separated them out to layers. I can only turn one layer on at a time to navigate the scene with any effectiveness. Often though I do need all elements visible and the Cinema viewport lag is immense. I'm not talking about thousands of objects here....

     

    What can scene nodes do to help? Say there is a  high poly robot is built with certain parts sectioned off (head, body, arms legs - these represent a typical scene I would use in Cinema)

    Can you import those individual high poly elements through scene nodes and enable them to interact as in a scene with no viewport lag in Cinema 4D? 

  8. 10 hours ago, srek said:

    No. Xpresso is part of classic Cinema 4D, scene nodes are not. Scene nodes can not replace in the old context and Xpresso does not work in the new one. Scene nodes do cover the same general functionality as Xpresso though, as such you can view them as the successor to Xpresso, but only in the new context.

     

    So Xpresso will not be phased out then...? Will Scene Nodes will run alongside Xpresso?

     

    r23 is a great update. I applaud the devs at MAXON. They are obviously listening to users and are most likely using Scene Nodes to retain users shifting to Houdini. I for one will be sticking around to see how this plays out. What needs to happen is to be able to use Scene Nodes to create particle and fluid effects. Scene Nodes are obviously capable of doing a better job than the badly built X-particles plugin, they should replace the need for it entirely.

     

    On another note, I am surprised that there was no UDIM functionality in this update...and no one seems to be demanding it either. Does no one UV medium to high res models with C4D?

    I have moved to Maya for modelling and UVing recently. Maya has arguably better tools in those areas (though C4D is close). But then, Maya has UDIM support. I need a reason to not use Maya.

     

    One thing though, having used another 3D app I can now see that C4D is better built and gives a better user experience. With Scene nodes they seem to have gone from the ground up, integrating it into all aspects of C4D rather than just tacking it on to the top. Once again, I applaud the devs - well done!

     

  9.  

     

    That's great @everfresh, I'm glad you worked with MAXON for this functionality.

     

    3 minutes ago, everfresh said:

    you still should watch the tutorial i recorded,

     

    Do you mean the Face Rig tutorial for your old template? (btw  - I've actually rigged a cartoon character using that body and face rig - but have been sidelined with so may other projects I haven't had a chance to use it yet :/)

     

     

  10. I feel that Insydium are great at being showmen and not so much at building efficient software. I've been using X-particles for 3-4 updates and Xplosia can not be used in production in any of those releases. I get skipped frames, crashes extremely slow sims and sims that seem to stop working for no good reason.

    On top of that, their support system SUCKS! It takes about 3-4 days to be responded to (if at all).  I'm often working on sims for clients, I can't tell them to wait 3-4 days  before I can continue working, usually by the time they' get back to me I've found an alternative way of working.

     

    After so many repeatedly awful experiences using X-Particles Xplosia, it's clear to me that their system is broken., especially after I've used other smoke and flame sims that work FLAWLESSY. I won't buy into these flashy demos any more. Insydium, fix your freaking product and stop rolling out Bob Whalmsley to say a few flashy words words to woo people. Just make Xplosia work.

  11. 1 hour ago, Adrien said:

    I have yet to see what is so cool about the RS acquisition. For now all we we got are C4d noises+nodes (more a beta release than a production ready implementation). 

    Nothing  to rave about IMHO. It’s about time MAXON integrated it with C4D as a default with Mac support. 

     

     

    Wow! Do you think MAXON and Redshift can just click their fingers and make things happen? The merger was announced a few months ago, Redshift had a list of deliverable to achieve even before the merger unrelated to c4d and they're hitting each one. Redshift for Mac is on it's way but I'm sure it's no easy task. Maybe you don't realize that MAXON isn't as large as Apple inc. Things take time.

  12. 6 hours ago, hikarubr said:

    If MAXON is in such a good mood to purchase other companies, I have two suggestions that would make more sense than the RED GIANT purchase:

     

    1) Video Copilot Element 3D - Just buy this and put inside of Cinema4D. It will work as an improved viewport AND as a real-time render engine. The plugin already reads C4D files, so it's a no brainer.

     

    2) HitFilm Pro - Which is basically a (very good) Adobe After Effects-Premiere-Element3D clone but all in one, This would be an amazing companion for Cinema 4D if could read C4D files natively and had the same 3D navigation commands.

     

    You're welcome MAXON. 😁

     

    A fully fledged 3D application will never buy a 3D 'lite' plugin - not going to happen!

     

    It does seem to me as if MAXON are positioning themselves to look more attractive to be bought by Adobe. I don't want it to happen, but this merger makes no sense at all. I was excited after the Redshift buy out, this one worries me.

  13. 58 minutes ago, Marander said:

     

    TFD only works on GPU for very simple fluid simulations (depending on the GPU memory of course).

     

    On my GTX or RTX cards (8 GB GPU memory), it's blazing fast for simple fire / smoke simulations but when I add complexity or up-rez, it fails back to CPU. Note that you can only select one of the installed GPUs in TFD for simulation. However the Up-Rez'ing feature allows to art-direct the basic simulation on GPU and than add details for the long CPU calculations.

     

    With added complexity I also sometimes get crashes in TFD.

     

    I didn't experience too many X-Particles crashes but that's because I've only used it for simple particle / smoke / fire / water  simulations so far.

     

    This is another issue I have with XP. If you create a low res simulation and then up res, the physics and interactions change COMPLETELY! it's a joke! I've wasted many hours perfecting a low res sim only to up res it and realise I've wasted my time. Can you imagine what that's like when you have a deadline!

  14. 1 hour ago, bentraje said:

    Realfow is mainly for water simulations but can also do rigid/soft body simulation. At least for the main Realflow software. 
    The main flaw of XP's rigid body system is its particle based. It's ridiculously slow. Having a bullet system or any tried and proven system should be more viable. 

    Look at the forum. It's littered with questions with rigid body problems. It works with "non" conventional applications which is the forte of mograph but other than, its a pain. 

     

    I guess this is the answer I need. Don't bother using Dyanmics in XP, better to use the native C4D dynamics.

  15. One of the first major issues I had with XP is with their dynamics system, which wasn't working as it should. Yes, you say that C4D native already has dynamics but I figured that as we pay for it with XP and it interacts with the XP system, I'll use the XP dynamics. 

    Simple collisions did not work as they should and whenever I adjusted the values to a state where it should work, the system crashed. In this instance I resorted back to native C4D dynamics and it worked fine. This was when I started to notice the inadequacies of XP. 

  16. Sorry if this turns into a bit of a rant. I've been using Xparticles on and off for a few years now. This year I really tried to get deep into to plugin and use it a lot. I must say I have found the experience problematic and wanted to online my findings here in the hope that maybe someone could sympathize and possibly offer some solutions or best practices? What does everyone feel about Xparticles?

     

    Personally I find the plugin buggy as hell. I often find a new bug or finding that something doesn't work the way it should each time I use Xparticles. Simulations not reading from cache, simulations not working for some unknown reason only to work fine when I rebuild from scratch. System crashes often, slow particle simulations. On top of this their tech support are slow to respond. Often taking weeks to get back to me. Redshift on the other hand take hours...a few days at the most (before they were bought out by MAXON). This is simply unacceptable when you're working in production and you need a solution fast or the project cannot proceed. 

     

    Their forum also sucks! hardly anyone is on it, no questions answered to common problems (and there are many). Apparently you can get a faster response on their discord channel but there are no solutions there either. I have never seen a plugin that has so many issues and no resolutions from the devs such as Xparticles. It's almost a joke and makes me very wary of using it in production.

     

    What are your thoughts and experiences?

  17. Hi there,

    I'm using character builder to create a cascading animation rig. My client wants a 'panels unfolding animation' that is customisable and tweakable. I've used character builder to create a system where a user can place panels adjacent to each other where they see fit. As for the unfolding , I would like this to cascade across the panels. currently all animations starts and ends at the same time (as each component has animation starting at 0 on timeline and ending at frame 20)

     

    Is there anyway that  I can use character builder to offset the animation of each component (say by 10 frames each time the component is added) so they don't all shoot off at the same time?

     

    Thanks for your help!

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