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Showing content with the highest reputation on 03/25/2022 in all areas
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I already expressed my great enthusiasm for the next release (based on Mat's insight here). Nonetheless, I hope for some specifics 😄 Best Redshift Integration of all DCCs It's the same roof, so C4D should have a premium RS integretion. Materials in the viewport. New node system with all functionality. Material previews rendering with IPR. OCIO-aware Picture Manager. A one-click "Render beauty + AOVs and export everything to After Effects and rebuild there automatically". Add RS Materials to the Content-Library-Assets. Make RS the standard renderer. Remove the UI deadspace in the IPR. Interactive help like in C4D. Redshift RT is still very early und very unstable, but it should become C4D's viewport, some day. Stability This is aimed at C4D, Redshift and mainly nVidia. A "wrong" nVdidia-Driver-Version can cause troubles without end. How to know the best driver for your config? Forum exchange, try and error. Luckily, there are some really stable driver+software-combinations everytime I had to jump these hoops, but the journey is *SO* painful. Bugs This was the only new feature of R25 😄 Come on now, really Maxon, up your QA-game! Also, there should be *much* longer bugfixing-support for owners of a perpetual license. Release cycle Honestly, I'd rather have only 1 big update per year. Less hassle updating stuff, finding working drivers etc. Maybe more time for QA on your side? So far, I can't see any benefit of the biannual release cycle, only that it apparantly forced you to do the fubar R25-release, needlessly so. Performance This is a broad field. I don't want to dive into details here, I want to express a broad wish. Currently, we are confined to rather small/medium scenes. 2 Characters, a landscape tile, some decoration and boom, you're already operating at the edge of C4D's performance envelope. Very quickly, work becomes about managing ressources, not making artistic decisions. And trying to hide the seams of the performance envelope all the time 😕 I wish we had some kind of streaming engine for geo. A unified simulation system. A unified cache system. A clear feedback system, that shows me what is computationally expensive and what isn't. I don't know, if the "core rewrite" adresses any of that, I just want to feel some realtime-magic in C4D. zBrush It has by far the best scultping "feel" of any app I tried. It's a mindblowingly good app, as demonstrated again and again by zBrush-artists. But, for the love of all UX/UI saints, zBrush sorely needs a complete UX/UI overhaul. That's one of Maxons strengths. zBrush-Artists defend the current UI, but Im quite sure that is a form of Stockholm syndrome. Maybe offer an "Easy Mode" alternative, here. A very strong "GoZ"-implementation is also obligatory here. My last point is not software related, but regarding communication. Once, an attempt has been made by Maxon towards more transparency. Anyone remember the three-and-a-half blog posts? 😄 Ok, now do that again, but thoroughly. Just do it like the Redshift team. Have a nice, active forum with Premium sections for paying customers. Talk with us about problems. Listen to our wishes, in a way that we know we are heard. Share at least a broad roadmap for the next releases. This is by far the biggest problem with Maxon and C4D. You guys are almost completely opaque, and that's a severely outdated mindset for a company that relies on the thriving and the goodwill of a community of communicators. And communicators we are, visual, textual, social. Talk to us, please! 🙂5 points
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I had hoped my post above WAS the gentle warning, to everybody ! We DO want all the opinions, but we definitely should drop the confrontational tone please. CBR3 points
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Yes ! But he's usually too modest about blowing his own trumpet, so I have to blow it for him, figuratively speaking (!). CBR2 points
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some news from redshift. https://trello.com/c/rreUx0oS/342-new-redshift-standard-surface-material-uber-shader2 points
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Just checking we've all spotted that C4D overlord Chris Schmidt is back from next Wednesday (30-03-22) for the annual resumption of ROCKET LASSO. Thats normally 8 pm UK time and 2 pm CST. CBR1 point
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Sure. It is not possible to extrude this one manoeuvre, so we have to do it in several manual stages. Start with this (and possibly another disc section on the lower base, which I didn't bother with for speed's sake)... Then select these polys, and extrude them out (with caps, 0 segments). Now select the rim edges thusly, ctrl-scale those out from centre of circle until they match the edge extrude. Weld the points by green arrows. Next we should extrude the entire top cap (with caps again), but then we should remember to go back and delete all the non manifold edges we have just created by doing that, so select them first for easy deletion when they are covered ! So, extrude the top now, then optimise the mesh, then go inside the top section and delete all the non-manifold polys (those that connect to more than 1 surface). That should give you this result, which just needs you to pop these support loops in at the top... ...you can scale this polys out from centre to get the outer base ridge... I didn't do in integrated base in mine, but the same principals apply... and if you get your control loops right you should get this nice tight result under subdivision... so we have to add several supports around the base, AND some in the rim thickness itself, which we didn't add during the extrude as it overly complicated things. CBR1 point
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I'd say that you have the name of the renderer/render setting hightlighted, but it isn't actually set as the active preset. Hard to say without a scene to check.1 point
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Welll... (Warning, tongue in cheek retort 😉 ) Here's one Cycles(X) only studio that's used it since Cycles was first introduced: https://studio.blender.org/welcome/ All joking aside, Cycles was the main render engine for (the now sadly) defunct Tangent Animation, who produced Next Gen and Maya and the Three (Cycles is the main render engine). BarnstormVFX also uses Blender and Cycles for their work (Man in the High Castle, Good Wife, etcetera). There are studios in India, Indonesia, and Japan that also use Blender and Cycles. So it's not as if ANY studio has not used Cycles as their main render engine.1 point
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You're conflating a bit there. The bits of the forum that help new users tend not to be these extended discussion threads. Forums themselves are not tiring, just some threads within them 😉 But people have to have somewhere to go to talk about these things, so it might as well be here, if we can all continue to play nicely together and not throw our toys out of the pram... CBR1 point
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In larger scenes with animation I still use SP to bake the maps but then export for Unity. I rebuild there and add animation controllers (if needed) before I hand it off to the developers. GLTF export from Unity has worked great for us.1 point
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The GLTF workflow really is a pain. But to be honest I think it is hugly overrated such as .avd for 2d animation. Fantastic idea but the implementation stopped somewhere after 20%. many things are just undefined.1 point
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Hi, you can make it square and add the ratio as percent values in the cooridnates tab in the uv menue. Manually you can also use the uv transform tools which shows percent scaling as well. - Make automatic uv with "packed" - If islands are connected select the polys of the outer side and right click -> unstitch uv - Hit automatic uv again - Right click -> Resize Commads -> Fit Uv to canvas to make it square - Go to coordinates tab and insert ratio as percent values (in your case 50%) I used the inside wall but the same apllies to outsidec of course1 point
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In modern versions of Cinema we have 'set UV from projection' in the UV edit layout, and I can't remember if that is in R20 or not. But no matter if not. You can select the material tag that is using your cylindrical projection, right click it and do 'Generate UV coordinates' which will convert your parametric cylindrical projection into actual UVs, and change the type of mapping the tag uses to 'UV Mapping'. So in that respect you can get what you want, although there will still be work to do to separate the inside and outside surfaces (which will be on top of each other by default) and the base(s) and rim, which of course should be projected frontally, from a camera perpendicular to them, separately. CBR1 point
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Ah, yes, I forgot my personal wishlist: - Stability - Stability - Stability - Bugfixes - Performance - Stop breaking plugin compatibility - Inbuilt converter of pre-R19 files1 point
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Actually no, I think the water jug bit goes into the rear half as well, so the outer has to be hollow. In which case I would add the roof and floor (but no control loops by it yet), then add negative thickness and then add the control loops, giving you something like this... CBR1 point
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Don't be daft. The new UI is miles better in dozens of areas. Not interested in looking at the old one ever again.1 point
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To be honest, I'd like to see two things in the R26 release: 1) Revert back to the old and proper C4D UI (S24 and earlier). Let's pretend the Blender ripoff never happened. 2) The UI designers (and whoever approved their work), should be forced to write in a blackboard (just like Bart Simpson in the show opening) a dozen times the following phrase: "I promise I won't ripoff Blender again and I won't waste time and resources changing things that are not broken".1 point
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These sort of conversations are always intriguing. And after any decent release of C4D (it's been a while, but R20 was one, S26 is apparently another), I go to the Luxology forum to see what Modo users think. There's usually a few people there going, jeez I wish Modo had that feature, that's amazing, and another guy going, yes I tried C4D recently and [UI and various features} are amazing! Nigel / 3D Kiwi is maybe there but often sometimes not as I guess he's riding his bike or doing some cool Lego project. There is too much C4D training appearing as of late to keep up with, all free on YouTube, and more again on Cineversity. The Maxon Training Channel has heaps as of late, when Chris fires RocketLasso up again you get regular solid content, and the PolygonPen channel has very good, lengthy modeling tutorials. I know Blender has heaps of tutorials (including geniuses like Ian Hubert) but C4D is no slouch in that department. I have refrained from listing maybe a dozen other sporadic but solid C4D tutorial channels but they're all findable with a search. Edited to add, yeah the OP is leaving in a bit of a huff but there are plenty of other people hanging around here who enjoy chatting so I'm not really directing my comments at the guy who is going to Blender.1 point