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Showing content with the highest reputation on 12/16/2021 in all areas
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As a c4d user working in a stable pipeline i will always favour stability and efficiency over inovation. For me its more important to correct buggy tools than having a ton of new improvements all messed up. R25 might not have many inovations/upgrades overall but the fact that we can use geometry modifiers nodes in the object manager as standard deformers (the way we are used to) is a huge step (its like adding +20 new tools) but in the end it was resumed to only one line of text in the ugrade list. Capsules make Node functions possible in the Object Manager. This "upgrade" is equivalent to hundreds of upgrades in softwares like 3ds max for example (the other 3d app i use). However, this is not an excuse for all the bugs that are present in this version. The way i see maxon coming out of this release is to at least erradicate most of the bugs and problems that persist over several releases and assuring a stable and strong platform for the upcoming versions. This is a crutial point. That includes not addind more bugs (wich appened in this update). If c4d becomes another bug hell fest like 3ds max then its not worth it. Blender is also full of new features but each time we try to use it here is filled with bugs and crashes. cheers3 points
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Check this out for a little example. Auto Retopo and Photoshop like selection Tools as modeling workflow. This is an example of the crazy tools in Zbrush nobody else has in that quality and fluidity. And it also shows how Zbrush is kind of different from the rest.2 points
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Okay....in case anyone is counting, there were 352 bug fixes in that release. I mean, props to the team for fixing them all so quickly...but nevertheless that has to be a record. And if it is, not the type of record you should be proud of. Honestly! What happened? I sincerely hope Maxon has a postmortem on all that went wrong with R25. I mean, it was a release that was extremely lean on features but had a huge number of things go wrong with it judging by the number of bug fixes. What happened to the quality? How did you lose the recipe? Please someone from Maxon try and sell me that this is normal, or this is a good thing, or that there is nothing to see here, so please move on. Please, have a go a gas-lighting me...but I warn you that will be a mistake. The smart move would be to own up to it and tell us why it will never happen again. That will earn my respect.2 points
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NVIDIA Canvas is a painting application that uses AI to generate landscape images from simple brush strokes. This enables artists to rapidly ideate, a daunting task at the beginning of a project when faced with a blank canvas. Canvas is for artists who need to conceptualize landscapes for their projects. For example, Concept artists can rapidly explore new ideas Archviz designers can quickly draft backdrops and environments for their buildings Creators can rapidly paint a landscape rather than searching hours for the perfect stock photo Moreover, Canvas is accessible so that any RTX user who wants to draw amazing landscapes, either for work or play, can do so with simple brush strokes and the power of AI. What are the requirements to run NVIDIA Canvas? NVIDIA GPUs: GeForce RTX, NVIDIA RTX, Quadro RTX, TITAN RTX NVIDIA Driver: 460.89 or later, NVIDIA Studio Drivers are recommended. Windows 10 2004 or later Input: Mouse and keyboard Optional: touch screen Optional: tablet and stylus (e.g., Wacom Cintiq or Intuos Pro) https://www.nvidia.com/en-us/studio/canvas/ And an Update1 point
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7500 nodes and 7 8-hour-long sessions for a scene. Thanks but NO. Most videos about GeoNodes I've seen are totally feasible with already available tools from MoGraph. C4D has a totally different approach on Nodes than Blender. Nodes were introduced as a Procedural, Parametric and Generative editing tool to compensate for some non-parametric, non-procedural, non-generative commands of C4D. Nodes were never meant to be a modelling paradigm. You never model with nodes if you want one specific geometry (unless you don't have anything else to do with your life). C4Ds Object Manager already offers procedural and parametric capabilities it's in its nature. The problem is with some commands that are not Procedural, Parametric or Generative. Best examples the Extrude and Delete commands that when incarnated as a nodes offered so much parametric modeling potential. An other reason why SceneNodes had to be invented was the fact that the ObjectManager was getting too complicated with seemingly orphan Fields and other kind of objects that were simply reference-linked to effectors and generators (of course this is an issue that has to do with how the user decides to deal with his mess). SceneNodes offer better visual relations between said operations with less clutter in the OM. Better than OM, SceneNodes offer the capability to fork the same operation to more than one object regardless where it lies in the hierarchy. The main moto of C4D is still intuitiveness and high-level geometry manipulation with minimum effort. They just decided to take things from the bottom-up and build the system with really basic nodes. Judging from the evolution of SceneNodes from R23 to R25 I can hope for further simplification of the node ecosystem, more powerful/advanced nodes (there are many operations like DualMesh), advanced information exchange with the OM and some mirroring of node parameters to their command and generator counterparts (for example the Trefoil and Spiral distributions to the Cloner). The way I see it, it's already possible to build node-trees that copy many of the expensive plugins out there. The problem is that there has to be some familiarity of certain aspects of node information exchange and conversion. Hopefully in the near future the end user will not have to worry about what type of data flows between nodes, they will be intelligent enough to process only what makes sense on their operation context and ignore/pass everything else. I find this a worthy innovation to make C4D a bit more competitive.1 point
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Budget was stripped for acquiring of Pixologic ) And thank you. Maxon got a perfect beta-tester1 point
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Found another nasty bug in this version (25.113). In some project files when i export an FBX camera for further use in another app, the system simply frozens and ceases to respond. I've already submited a ticket to maxon. However if anyone experience the same issue just beware. right now i've returned to .015 and its working fine. by the way, this is just a mere curiosity. Each c4d install file from the previous versions is around 530~520 mb. This one is 446mb. Looks like someone forgot to send the complete stuff eheeh. just kidding cheers1 point
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Because mainly bigger agencies and Beginners are on subscription. The guys that are in business for a longer while stayed or switched back to R20 or R21. These are my personal findings anyway.1 point
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Separate.. I'd like to see Maxon invest more steaming time into things like Asset Capsules and the node editor in general. I know it's been talked about on some streams but it just seems like they aren't really investing that much time talking about. They have these great 3D Motion road show streams but it's people using R20. It would be great for Maxon to find more artists using, pushing and even almost breaking the new R25 nodes and tools. R25 appears to be more than a UI facelift, missing icons and bug fixes. Showcase that stuff. I'm not a huge blender fan and use it sparingly for modeling, but a youtuber Erindale is doing these ridiculous streams showing how he's creating everything in Blender 3.0's geo nodes. Granted, blender crawls on the floor like a dying dog, but he's at least showing how much can be done in their geo nodes now.1 point
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+1 In my opinion, the most important aspect for the main DCC app is stability. And it was the main reason I switched to C4D.1 point
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Ahhh....so this is a good thing! I warned that was NOT a good argument. Thankfully, you are not a Maxon employee. Acceptance of mediocrity is NEVER a good thing and companies that fall into the trap of "well it was really hard so this many bugs is okay" quickly lose business to those companies which raise the bar on quality with every release. Remember, Maxon's claim to fame used to be rock solid stability. It took years to get to that point. All it can take is one bad release to lose that reputation. That is why they should never accept mediocrity and should constantly be challenging and improving the quality controls they put into their release process. Something got dropped with R25 in this respect and it needs to be route caused so it never happens again (actually, every release should have a post-mortem review no matter how smooth or rocky it was). Just because it is "hard" or "always buggy" is a weak excuse and an overall losing strategy. Maxon needs to constantly raise the bar for two reasons: to protect their brand name reputation and because of the price they charge (you do get what you pay for and C4D is not cheap). Mediocrity and excuses should never be acceptable to any company that cares about the quality they deliver to the customer.1 point
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Oh that is VERY cool 🙂 Despite it being literally one click away from a 'do what I'm thinking' button, and feeling rather too much like cheating, I kinda also don't care because it's such a cool thing to see happening in front of you. Instant backdrops ! I haven't had time to watch the vids yet, but I hope we get HDRI panos out of it , and massive resolution etc etc Lovely that it's free for beta as well - good find HP ! CBR1 point
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Or you can make the effort and look how the social media response to previous Pixologic posts were like, the common responses, specially when announcing upgrades and new tool implementations on Zbrush. Or how the community of Blender reacts when newer things are announced too. People arent idiots and can clearly see and figure out what is really happening, despite you trying to paint a different picture by people's responses.1 point
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you definitely don’t need crappy topology for toon shaded characters. mine are all clean quads and proper flow. it‘s just that with toon shading you can hide ugly topology quite good, so often people just don‘t care that much . in c4d we don‘t have proper normal editing tools, so we can‘t really get super smooth cartoon shadowing lines . as light travels across the model you get that crawling effect, to avoid this you need smoother normals than the actual geometry is… blender or houdini have those tools to edit normals properly or transfer normals from a more simplified model like an egg shape onto the head mesh for example… while we can transfer normals too in c4d, the problem is that normals get overwritten as soon as you put your model into an sds.1 point
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Don't worry guys - the next version of Z brush will be great - it will just have half the icons missing... 🤣1 point
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Beep, whirrr, Boing, clack, clack, bang. Nope. Does not compute. Error ! Error ! Shutting down ! lols 🙂 Only joking - an interesting watch to be sure... CBR1 point
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More sky RnD - this time with displaced terrain inside of Corona. Trying to get more comfortable with exteriors as I've always rendered interiors or shows/concerts and I want to know more about Corona displacement capabilities and how to use it better. Finally feel like I have atmospheric volumetrics under control....somewhat.1 point