Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 03/21/2022 in all areas

  1. I'm SUPER excited about S26, and only because of this one post: https://www.core4d.com/ipb/forums/topic/116497-what-is-an-r20-user-missing/?do=findComment&comment=745276
    2 points
  2. That they bring back the old icons...but that is a foolish hope.
    2 points
  3. At the end of every year, my company makes us shut down and take PTO. During this time, I start a new WIP because it is the only real time when I have any time to focus at all. Here is render of the completed first phase: If you can figure out what it is from, then I have been successful. Hopefully, I will finish this one. Dave
    1 point
  4. I saw this on FB, from Jules himself - Meshlets (AKA Nanite for Octane) - AI Neural Rendering Kernels. link to post here, with accompanying video. https://www.facebook.com/577284846/videos/546256256929213/
    1 point
  5. One more photo with the Falcon....just because rendering them brings so much satisfaction:
    1 point
  6. Things never move fast enough, people will always be disappointed over something. I have been getting yearly updates to C4D since 2005. I really like the recent updates: Big fan of the Scatter palcement tool, and dynamic place, I like the revised UI, improved, CV artsmart, all of these are kinda small features but for my workflow are huge. im hoping Zbrush is well integrated and comes standard (same price for Maxon One please! lol) I also hope redshift has much better integration and becomes the standard renderer
    1 point
  7. Agreed. I'm still on R21. I have very low expectations based on recent releases. Really unfortunate that Maxon has gone from actually pleasing its users, to pleasing its stockholders. We've been screaming for years now of a revamped particle system, xpresso updates, better modeling tools, integrated Redshift, etc. Instead we get Magic Bullet Looks, ProRender removal, a polarizing Asset Browser, and a confusing UI refresh. I like some of the new icons, but this still needs some work. Needs a bit more color, instead of a mostly gray palette. It's just very difficult to justify the price they're asking, vs the features we're getting. I understand this might sound a bit harsh, but I want to be honest. Really not trying to discredit all the work the devs put into this software. I understand they work their butts off. But at the same time, the asking price doesn't justify what users are getting.
    1 point
  8. Many of the decissions and releases in the last years reduced my enthusiasm to zero unfortunately. I have perpetual xparticles and octane with my R20. I dont know with what they could come up with to make me pay 2400€ for the next perpetual update.
    1 point
  9. If you absolutely NEED to stick with joints for AR, you can still do this... but you really need to experiment with your initial binding approach. You bind feels very "auto". If this is the only action you'll need, smoothing the entire chain in the weight manager will also get you significantly closer. After you got that under control: 1) create a spline from your Joint Chain to use Spline-IK 2) throw a formula deformer per @Cairyn's suggestion under your spline 3) cache the spline and turn off your deformer Joints and Ladder should follow suit after that.
    1 point
  10. Okay....this may be the finished scene. I completely remodeled the front of the bay to make it look a bit cleaner and fitting better with the back wall. Note I also added some crates and cables to give it more of a "used" look. The glow needs work though but from a modeling perspective, I think I am done. Here is the back wall showing the crates better. Note also the landing "arrows". They appear in some works and tangentially in the original Star Wars hanger. You don't see them directly, just this white trapezoid across the floor in most of the movie, but in one overhead shot, you realize that they are arrows - presumably a guide for where to land. Blast doors all work as well so I think I am about done. Now I need to make a low rez proxy to incorporate into shots showing the landing bays from the outside of the Deathstar. Basically just a cube with the walls as a texture map rather than modeled. The only only modeling will be the "C" shaped floor to ceiling supports that extend out into the bay itself. Dave
    1 point
  11. No. You are just selecting how you want the simulation to be calculated...similar to how TFD works as you can select CPU or which GPU you want to use. Now what the video did not show was the ability to switch between CPU and GPU in mid playback (uncheck GPU and it goes back to using the CPU). That may or may not be possible. Honestly, I think it is pretty silly to have an xpFluidGPU node that you not only have to add to the scene but then select as on. Ideally, once you add it to the scene, the default should be on and it is no longer using the CPU. Maybe that will happen in a future release once GPU enablement is ported to all areas of XP. Dave
    1 point
  12. I like this. The way it creates plants seems very helpful and intuitive to me - might well give that a serious look later this year... CBR
    1 point
  13. 1 point
  14. hello I found this extensive free training on forum and i think it should be more visible because i noticed it few days ago and is been here for while 🙂 so posting for all others who maybe didnt see it
    1 point
  15. You are missing one of the most visually uninspired UI in all of the released versions of C4D (the ones that I have used: XLR5 - R25). I actually get depressed using R25 and have to go back to R24 to get happy. All of that gray just makes me sad, but for some reason, I start to get hungry when using R25. Maybe it's the gray and purple hi-lights that's doing it to me. Taco Bell uses the same color scheme.
    1 point
  16. They're not mutually exclusive. Of course I can't say whats going to be in the software, but I am impressed by what they've put together. I'd be giving it a solid 9/10. To clear up any confusion, My name is Matthew, in real life my nickname is Mash. My online username is almost always imashination and I cofounded 3D Fluff.
    1 point
  17. plus crashes/instability and license hassle. -- Besides that, yeah, there are lot's of minor improvements. Stuff you don't remember when it changed, so hard to make a list. But they are the good ones. Will any of those new big features help you? I don't know. For me, UV improvements are useless in C4D. I long stopped trying to do anything UV related in C4D. Viewport improvements: Fancy stuff, not faster. Not usable with 3rd-party-render-materials. Node Materials the same. GUI looks horrible, misses stuff, costs lot's of time to learn, doesn't speed up workflows. Tracking - who tracks stuff in C4D? Asset Browser is pretty useless in multi-user-environments. Magic Bullet Looks - who ever uses Post-Lens-Effects on final Renderings will get fired! List goes on ...
    1 point
  18. Wow...that is grim. Not sure Germany will be pulled into a conventional war and should the unthinkable happen, the last thing I am going to be thinking about is S26. So I don't even want to ask you about 3D Coat's next release as the development team is based in Kyiv. Dave
    0 points
×
×
  • Create New...