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Showing content with the highest reputation on 02/16/2022 in all areas

  1. All of use use C4D for mostly specific types of work. This mean there are 10 new tools for each version that some will never use, but that ONE tool will change their workflow and save them tons of time. That is worth a lot. To THAT individual. Just reading this thread reinforces my statement. It's good to know that certain new tools are available in case you might need it one day. I don't think anyone knows exactly what you make in C4D so how could they say "Yes. THIS tool will change your life!" My 3D two cents.
    4 points
  2. No, that is not lame rhetoric, it's just this is not an argument I need to win, and there is only so much time I have to spend listing information that's already out there ! How about all these golf clubs I have been making my clients for the last 2 years ? The new UV tools have been essential, productive, and efficient, and enjoyable to use on those, some of which have been very challenging to map optimally, and I don't recall anyone saying that about those tools before they were revamped. I can now see connectivity and distortion, can edit and arrange multiple UVs at once, have inbuilt UV maps, and lots of really helpful tools to get my UV unwrapping done. If you've already decamped to Rhizom, then stay there, its whole raison d'etre is UVs, but if you haven't, there is no need to leave Cinema. The volume builder gets regular use in my dev and conceptual work, and has transformed sculpting to something almost like a dynamesh workflow. On more than one occasion I have also used it for ultra complex boolean style operations on final pro-grade models where the camera is crawling inches from the surface, and actual boole tool wasn't going to work in a million years, or produce the quality required. Remesh gets regular use from me as well. And of course the modelling tools, which I use every day, and I'm very grateful for all the smaller improvements that have been made to those over time. Poly pen has auto-reprojection now for example... Place, scatter and especially dynamic place are just superb - all things I use time and time again. I LOVE being able to open files from anyone, and then being able to instantly load my own viewport settings. I love my tool presets so I can instantly access many variations of primitives and settings making setup times much quicker. I love the new DirectX VP which is SO clean and clear and aliasing free - it's a beautiful environment to work in now. I could go on, but there is only so much time in the day, and as I said earlier, it's not something I feel I have to defend - it can stand up for itself, and everybody's needs and likes / dislikes are different, but I really could go on and on and on about how much of what's new I use and appreciate. CBR
    1 point
  3. I haven't updated since R21 - and TBH I don't feel like I'm missing much.
    1 point
  4. Mixamo Pipeline as well (a niche thing but was importatn for me) The most noticable are the new GUI and Data handling. R25 is waaay faster than R20 in that regard. And the UV tools yes Are here people who constantly model with Volume Mesher? There a quite a lot of usefull things but is astonishing how few of these things really have an impact on everyday work. I recently talked to a collegue and realized the main aspect that changed my work in C4D in the last 5 years is the use of an external GPU Renderer which was the big last "revolution" workflow wise because realtime look dev is so importatn. Maybe Stack and Nodes are the next. But they have to design Nodes more towards a Xpresso 2 and not into a visual coding system for coders.
    1 point
  5. That's a nice list but to be honest I never miss any of these things when working with r20, and so far the comfort of never seeing a "license expired" message pop up on screen is worth more to me than any of these other things.
    1 point
  6. Field Forces, Volume Builder improvements, Remesher, massive UV improvements, updated modelling tools, updated IO modules, improved Motion tracking, much superior viewport, sculpting enhancements, place and dynamic placement tools, scatter tool, better spline pen / spline tools, better primitives and options within them, Asset Browser with unified filter presets, object presets, new GUI, Direct X VP, nodal materials, scene nodes / capsules, Magic Bullet Looks, intel de-noiser, the list goes on.... those are the ones that immediately spring to mind, but there are a lot of smaller quality-of-life enhancements I'd struggle without now. CBR
    1 point
  7. Those are fantastic. I was just out looking at new clubs and scrutinizing the grooves, looking at the weight placements or judging the racing stripes on the rubber grips and your renders are spot on. Always a pleasure.
    1 point
  8. Totally agree on that. But these are skills necessary in almost every job. Only in most jobs, it's easier to hide the lack of troubleshooting skills. Nonetheless, I take it as "must". And regarding shortcuts: Yeah, I changed and added a lot of them, too. And the User Interface of course. Who uses the default shortcuts/interface anyway? 😉
    1 point
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