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Showing content with the highest reputation on 02/17/2022 in all areas
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A promesing tech preview by Insydium, Xparticles fluid dynamics on GPU more then 4 times faster then its CPU brother.5 points
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Well, this is the first time in years that I'm actually looking forward to reading the C4D forums when it gets announced.4 points
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A little confused by this whole topic and the request for real world examples....which is really a lot to ask. Nothing anyone "says" in this thread is going to be convincing enough as everyone is coming from a different place regarding thier "needs" when they make the decision to upgrade. You need to convince yourself and the only way to do that is to download a demo. As for examples of how some of these new tool's work, may I suggest the "What's new in RXX" series of YouTube video by Chris Schmidt at RocketLasso. Dave3 points
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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. CBR3 points
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I like the idea, though i fear i can't contribute much over all i would like to kick it off with this Antiprism setup Any D>=3 is supported, the setup does not generate UVs. Antiprism.c4d2 points
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Matthew (Mash) above has done top notch 'here's the new features' videos for a few different C4D releases on day one, certainly for GSG recently and also on his own cool Youtube channel. So he presumably knows which way the wind blows. Before he left C4D land ICM was a veteran traveller of all things C4D so if he's popping his head back into the door to check how things are going, it's fair enough, and this is a thoughtful and useful thread TBH. This post needs even more acronyms.1 point
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Nice to hear. Will be pleasant to see a different tone to the discussion. That bloke at CGTalk will still be upset though. The way he carries on you'd think Maxon staff had cast him and his girlfriend as the couple who met the droogs in A CLOCKWORK ORANGE, then personally strapped on rubber noses to help reenact the moment.1 point
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Interesting to hear of this software, I'll have to give it a look. I'm a MOI fan. I use it a lot and have done some big projects with it. In fact one of my major clients was enthusing about some models they received from me, built in MOI, just a couple of days ago. I try not to mention it here so I don't raise the polygon-flow wrath of Cerbera ; ) LOL! It's not for everyone of course, nor for every job - but for a lot of the work I do it's brilliant.1 point
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Although I did not set the suggested price, let me give an overview of what's involved in a user certification: 1. You have to prepare a 4 hour test, by creating questions and scene files. 2. The test is 4 hours long, and you take notes for every question 3. After the test, you have to go through these notes, maybe rewatch the recording, and make a detailed report on which topics the user failed. 4. Write them an email detailing the above and suggested sources of further education. All the tests I have conducted require roughly 2 days work. If you think my time is not worth $65/hour then maybe I do have an inflated sense of my own self worth... I'm not saying I don't BTW 🙂1 point
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i think , at least for my work, there are great nurbs modeller which are very capable of every days live for many tasks, for me the best is rhino3d. it is is a great nurbs modeller, it has subdivs (they can switch back and forth between nurbs or poly topology), rhino can render perfect,, displace, twist, deform, point, edge, face move, history, etc it includes grass hopper (like c4d geometry nodes but more advanced), and imports and and exports a big number of 2d and 3d formats. the meshing settings for export can be also set to be quads. for me it is the #1 companion to c4d, so i can use best from both worlds(poly c4d, nurbs rhino) the plasticity looks also quite nice , (a bit like moi for me)1 point
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Dunno. Had to rebrand some Robot-Stuff last week and NURBs Modeling came in quite handy. Nothing to deform, no UV-Maps needed. So why not? Besides that: Try MOI3Ds Polygonexport with N-Gons. The NURBS->Polygon results are the best I've ever seen.1 point
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And the Pose library manager, motion transfer stuff and the car rig in s24 are awesome!1 point
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Another small and often overlooked featue update was everything concerning Text inside C4D. The new text spline with the kerning and the Text Object are really great. You don't realise them untill you need them 😉1 point
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Even with current retopo tools the translation of CAD data into clean polygon edge flow keeping sharp edges and quads is still a gap in the field. Plasticity looks great. Like it learned from the UX flaws of Moi.1 point
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I must get in there and see what the quality of the output meshes is like... CBR1 point
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I think I like it more this way. The centralized online nature of it makes it better on the fact that I don't have to use space for a ton of things I don't need. And the fact that it updates like the last Rocket Lasso entry, makes it even more appealing. There are downsides but not for my use cases. No, you also miss Vector Import from SVG files, USD imports and a USD Bridge (never used it but the whole industry uses it more and more). This isn't a good argument since those apps are specialized in the area of UV texturing while C4D is not. It's like arguing that C4D has better animation tools than Rizom... Anyway the new UV tools (I don't use them 'cause I'm not into model texturing) can be seen below, and support with Forger if you sculpt with it. The Bend, Twist, Bulge, Shear, Taper deformers have an Alignment parameter The Push Apart Effector for MoGraph. And those were since S22, I don't remember what was introduced between R20 and S22. Was Spline Mask introduced after R20 ? Arc Spline Tool ? I don't remember when Material Nodes were introduced but it can substitute some shader plugins like NoiceScape. For me the next best things that came after the Voronoi Fracture (no need for Toporizer and NitroBlast plugins) and use them very often are : Volume Builder (no need for the Proc3Durale plugin, also helps with liquid/melt forms) Remesher (no need for the Exoside Quad Remesher) Field Improvements (reaction-diffusion effect, works with Volume Builder, plenty of uses all over C4D) Push Apart Effector (so better not having those instances collide with each other) Bevel Deformer (I think nested Bevels did not work under R21, no need for the MoFractal plugin) SceneNodes (DualMesh and Greebler make some plugins like Trypogen obsolete) I also like to use the Solidify node instead of the Cloth generator to add thickness. Capsules are a big + Changes from last release to latter release are few but they will add up significantly if you don't upgrade to R27.1 point
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When they start to create 3D scenes out of it (either real 3D or via projection mapping onto simple primitives), that is when a number of landscape DCC companies begin to get nervous. No DCC company can compete with the resources and technology of nVidia (they have a market cap of $662 Billion: 3 times the size of Adobe and 12 times the size of Autodesk) - especially as they are becoming a huge name in AI development. Fast forward 10 years, and you could see this technology being adapted to a number of other areas such as car design, character design, architecture, clothing and shoes, household products, and my dream application: space (planets, moons and nebulas) and science fiction. The only thing left in the DCC landscape would be animation --- but if nVidia goes this far, then imagine what they could do with AI for animation? Just type "make the monkey dance to I Gotta Feeling by Black Eyed Peas". Could it be that easy with AI in a decade's time? Never say never. Honestly, if you could just type a few words, sketch out something quickly and get a 3D model with full textures in seconds and then port that over to another AI application for animation and lighting, then type a few more words and make some doodles to a get a finished high-quality animation...would you still be using C4D? Be afraid DCC companies...be very afraid. For the graphic artists out there --- best start to focus on concept creation and concept design rather than execution as AI could be doing that job for you before you retire from your career. Dave1 point
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I think so 😉 The UV thing especially. You only don't need that because you've never had it (in Cinema) ! CBR1 point
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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. CBR1 point
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1 point
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I watched the movie Free Guy. Seemed similar to movies like Wreck it Ralph, Ready Player One, Tron and Truman Show. Overall amusing. Movie Info: Plot: In the extremely popular video game, Free City, a NPC named Guy learns the true nature of his existence when he meets the girl of his dreams, a human player. This player's interactions with Guy has massive affects on him, the game, and real world as they play it. Genre: Action, Adventure, Comedy, Fantasy, Sci-Fi Trivia: The fictional 'Free City' is based on Liberty City from Grand Theft Auto III (2001) and Grand Theft Auto IV (2008) games. In turn, Liberty City was inspired by the real-life New York. The high-end sports cars, tanks, helicopters, motorcycles, etc., in the various strongholds are all real and had to be carefully protected from typical film crew wear and tear. At the end of filming the helicopter flew away directly from the studio. This movie is heavily inspired by the science fiction novel Simulacron-3 (1964) by Daniel Francis Galouye. In the novel, the main character realizes that he lives in a simulated world inside a computer. A female admin enters the world, and with her help he can save his world from destruction. There have been several adaptations of this novel, a.o. the German 2-part TV-miniseries World on a Wire (1973) by Rainer Werner Fassbinder. Have you noticed C4D in the first scene at the Soonami offices ? Here's some VFX breakdowns and backstage videos And some unexpected C4D/Red Giant related tutorial1 point
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With normal render farms you need to wait in a line till its your turn or you can pay more and get a better priority (wich makes the cue longer for the lower priorities) . As zync was a cloud based renderfarm by google there always where enough free nodes available for you to render. you just defined how many nodes you needed and in a couple of minutes you where able to start rendering. Now that zync is gone, does anybody know such a true cloud based renderfarm, that has no cue? thanks a lot.1 point
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My take about certifications for 3D software: 1 - If I'm hiring an 3D artist to be part of a crew and I'm looking for a very specific skill (e.g. modeler, animator, etc...) I'll just look at reel and a certification won't make any difference. 2 - If I'm hiring a 3D Generalist for a smaller scale project where she/he will have to perform different roles in the production, I'll still look mostly at the reel but a certification would be certainly a great plus. 3 - If I'm hiring a teacher/instructor, the demo reel it is still the most important but a certification would be almost as important. It could be the diifference between being hired or not. As this would tell me he/she knows the software well enough to teach all aspects of it. Here where I teach we had cases of adjunct professors with great reels but they could not teach the software well. They only knew how to use a very narrow part of the software. So, the demo reel is always the most important, but a certification could be as important depending on the job role. Having said that, Maxon's certification is ridiculous expensive. It makes no sense at this price point.1 point