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Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
Jeff H1 replied to HappyPolygon's topic in News
Another $100 plugin from Rocket Lasso.... - Today
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@Cerbera That's perfect! Thank you very much! Eudes
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raisulsohan joined the community
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Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
HappyPolygon replied to HappyPolygon's topic in News
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What is that ? The self-destruct sequence ? I've never heard anything like that before. Do other applications have similar functionality ?
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Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
Jeff H1 replied to HappyPolygon's topic in News
Jut after a few minutes of testing and a few crashes, I think OpenPBR shader doesn't work with Material translation (Viewport/Export) Baking enabled. I was reworking nodes and it kept crashing. I turned it back to Draft and so far no crashes. -
Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
Jeff H1 replied to HappyPolygon's topic in News
I started in on the OpenPBR material with the new Redshift. I was surprised to see it in there till I saw that Autodesk also included it in Arnold this last release as well. The future is now... OpenPBR. Saul Espinosa says it's the only shader he uses now (RS + Houdini). Subsequently, I just sent a ticket to maxon to have it included in the default material dropdown. -
Kumoriya joined the community
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Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
keppn replied to HappyPolygon's topic in News
Nice to see further particle improvements, I like to tweak stuff with handles in the viewport 🙂 The fluid teaser looked waaay better than dmcgavra's post, but it also seems to confirm: only small scale stuff. Hm. I hope at least we get some nice adjacent tools as well, like a performant parametric ocean object... Redshift material viewport baking sounds useful, eager to try that 🙂 -
Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
HappyPolygon replied to HappyPolygon's topic in News
There are some very interesting new features. Particles have an extensive list of new functionalities from which the following stand out. The Field-driven density distribution of particles is highly appreciated along with in-built noise shaders for both distribution and emission. Density control shaders and Fields is something I've been asking for MoGraph for years. Finally it can be achieved through particles. Noise Sampling for Color and Data Mapper https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_01.mp4 https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_02.mp4 Neighbor Search algorithm for Flock, Predator Prey and Blending Similar to the geometry density coloring effect I've been asking. Some Scene Node Capsules are now directly available with other primitives from drop-down menus. This was something I was actively arguing about from early versions of Scene Nodes as it was a closely UX-related issue. Things were pointing to parallel ecosystems of the same tools being developed under the same application or tools that were not that easily accessible that would inevitably lead to confusion or frustration among new and old users. It wasn't too long ago you could finally make capsules accessible from custom pallets but that required from users to know how to do that and as SceneNodes was so actively characterized as experimental or system for advanced users, people would prefer staying away from it missing some key features that were not that hard to use after all. Personally I extend my custom Layout with capsules supported by the OM every new version. Now the Line Spline is available along with the Break Spline, Branch Spline (which is an easier MoSpline Turtle), Catenary Spline, Dash Spline, Electric Spline, Partition and Pulse Spline. What I don't know is if they re-developed those tools in C++ or if they are just links to the node implementation with modernized icons to fit with the rest of UI. Well, there are still some argument about what should be characterized as a Generator what as a Modifier and what as a Deformer... For example the Branch Spline is more fitted to the Generators club as it does create additional splines on top of the original but I guess they run out of ideas on how to represent it with a new icon to avoid confusion with the MoSpline... Which leads to other old arrangement arguments like why don't we just have new features part of older tools as modes... For example the Branch Spline as Mode of the MoSpline... Break, Dash, Partition and Pulse modes of a single spline deformer/modifier or Wrap, Shrink Wrap and Spherify as modes of a single deformer... Looking forward to seeing all distribution nodes as modes in the Cloner and Blue Noise as a mode of the Push Apart Effector. New mode for the Look at Camera expression I always thought this to be an old remnant from earlier C4D versions... I never used it because I achieved the exact same effect using the Target tag... I still don't know what the difference between them is... Some unfortunate translation issues: Weird title, not available in English (fixed the next day) https://help.maxon.net/c4d/en-us/Default.htm#html/OFPBLEND-FP_BLEND_OBJECT_OUTPUT.html MAXON ONE capsules are not documented... Bad marketing as other users don't know what they are missing Things that we saw in the teaser video but they are not documented (yet) Weave Spline Generator (also expected a better icon for that, here's mine ) Constellation Generator (Plexus effect) Liquid Simulator (yeah... the thing that should be teased the most was not) - Yesterday
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Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
LLS replied to HappyPolygon's topic in News
interesting release... one thing I noticed right away is why the spline modifiers and generators have the word 'modifier' and 'generator' after them? there is obviously no need for that as we know its a generator and modifier from its icon colour. also just like the 'Spline Wrap' modifier, the word spline should be at the beginning for eg. 'Spline Branch', 'Spline Break' etc etc... this ensures naming consistency with the rest of the modifers/generators as well as conciseness and being DRY(don't repeat yourself)... I feel like there was a lack of attention to detail there before release... and maybe if they plan on adding more spline tools, it might start deserving its own seperate category like the spline shapes... -
SNAFFY joined the community
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Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
Jeff H1 replied to HappyPolygon's topic in News
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HappyPolygon started following Cinema 4D 2025.2 and RedShift 2025.4 (no joke this time)
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03/04/2025 Join us for an exciting livestream about the new features in Cinema 4D 2025.2 and Redshift 2025.4 with Elly and Noseman from the Maxon Training Team.
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sbeatz joined the community
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There are, if we look carefully, a number of things subtly wrong with the settings in this scene. As HP predicts above, Render Perfect on the sphere is one of them, and fixes the effect of collision deformer not showing in render if we turn that off. Next we had some suspect settings in the sweep object (parallel movement should be off, Banking should be ON, and End Rotation should be 0 degrees), which fixes the twist in your path spline over the indent, and restores it to correct, contiguous circular form all the way along its length... The mode of the Collision Deformer should be Outside (volume) and the capsule should ideally not be a child of it, though it doesn't particularly matter in this scene. Likewise object order in the OM could be better bearing in mind that Cinema scans downwards through it from the top. Below is more ideal I would say, and general good practice. Next, the curvature in your path spline within the sweep isn't quite matching the curve of the indent in the sphere, resulting in some unevenness in that area. This can be fixed by getting a new path spline for the sweep, which we get by doing Current State to Object on the main sphere (once collided) and then Edge to spline on the centre edge loop of that, but first we have to fix the collision object, which should also ideally be a sphere so that we can choose Hexa type and thereby avoid the complex pole on the end of the capsule it replaces, which was previously confusing the collision deformer, and producing some wanky / uneven collision vertices in the main sphere at the apex of the collision point, which would obviously effect any spline you subsequently derived from it. In my version I wanted a better, higher resolution sphere, but not one that caused the collision deformer any extra work, so changed the type of that sphere to Hexa as well, which then necessitated addition of a Spherify deformer before the Collision Deformer (because hexaspheres are not mathematically spherical out of the gate). And then lastly that went under SDS to give us improved resolution, and my Current State to Object was performed on the SDS instead of the sphere itself, for maximum spline matching. Anyway, I have fixed all that in the scene attached below... groove-on-sphere CBR Fix.c4d CBR
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avrbfiu joined the community
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guangjun joined the community
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mkmyk joined the community
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Maxon Unveils Cinema 4D 2025.1.4 (April Fools')
HappyPolygon replied to HappyPolygon's topic in News
Fun facts: The text was AI generated. I did not expect a reference to the CEO by name. Later I asked for an interview. It wasn't an elaborate prompting at all, I asked three times all and all. I was clear of my intensions so it knew it was supposed to be an April Fools article. I asked for C4D screenshots for the next version... It kept drawing Blender elements on them. Curiously there's a repeating pattern that resembles a mix of the old logo of the Blue Pearl with the splash screen of R21 (see last two images) I removed the AI image from the article the next day just because it was too cursed... I later thought I could make the YT image to link to a Rick Roll video but it was too late. The Rocket Lasso image is a manipulated version of the S26 I asked for a new C4D logo but it refused, there must be a limit of 3 generated images per day I guess. The Chamferer icon is the CV-Chamfer icon. I designed the Spline SFD icon by templating the Spline Mask icon. I planned this prank 4 days in advance. Spline SFD, Chamferer, Outliner and Field Distribution are all real but not as versatile to construct as they are presented. I did not expect the Spline SFD to be that fast in viewport. The Field Distribution was the most time consuming as I had to construct an XPresso rig to manipulate 4 coencentric Torus Fields from the radius of the visible Spherical Field... real pain in the a$$ and didn't manage to link the Inner Offset to the radius of the inner most Torus to make it more believable. Fortunately I didn't have to spend extra time to recreate the UI of the Cloner as I had already done this a week earlier as a future sugggestion for MAXON. - Last week
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Do you have the "Render Perfect" option enabled under the Sphere's attributes ? I think that's what is wrong with it
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scootroblue joined the community
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simon dewey joined the community
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BigAl3D started following Stuck In A Loop
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So in re-linking assets in the inspector window, I initiated a search on a drive that also had a Google Drive mounted. There is an insane amount of files in that drive. Hitting ESC only seems to cancel searching in the current directory. I'm trying not to force-quit C4D, but I can't cancel this search completely. I've held the mouse over the red X in the window. Held ESC down. Used modifier keys with them. Any other tricks before I resort to force-quitting and losing anything I hadn't already saved?
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@Cerbera, I had already tried this solution, but the groove disappears when I render it. See the image. Eudes
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Oh wait, I can answer that one quickly before I go... you should be able to hide the capsule with the traffic lights in the Object Manager... See those 2 dots I have clicked on there to make them go red ? Top one hides capsule from viewport, bottom one hides it from render. CBR
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Ah OK, yes I misunderstood you there... indeed the term 'groove' there led me properly up the wrong path - lols 🙂 Think I'm with you now tho, but alas have run out of time - I have to pop out for an hour or 3 now, so will assist further on my return if HP doesn't beat me to it, as I'm fairly confident he will ! CBR
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@Cerbera, thanks for the solution you suggested, it will actually be useful for another project! But for this one (and I apologize if my original message wasn’t clear enough), the groove I was referring to is that crater-like indentation right in the middle of the sphere. What I need is for the line to travel around the entire equator of the sphere and pass through the indentation. Do you have any suggestions on how to achieve this? Eudes
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Refresh the page - I added some more detail.... CBR
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