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Of course it will go up. The only thing consistent with Maxon under AdobeGuy is that he will always do the opposite of what the users want 😛3 points
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Version 0.3
130 downloads
Search Material is a helper plugin to filter the materials in the Material Manager. Enter part of the name of a material, and all materials which do not match by name will be hidden. A "Search" menu item is provided in the Material Manager's menu, as a shortcut to activate the plugin. Unfortunately, it can not be integrated into the GUI as is the search functionality of the Object Manager. As a workaround you can drag and dock the plugin window into your layout and save it that way for future usage. Version 0.2 sees the addition of a toggle switch which allows to show or hide the materials matching the entered text. Original thread: https://www.core4d.com/ipb/forums/topic/114163-material-manager-needs-search-feature/ Note: plugin is written to work with R16 upto R23. Will probably work on R25, and next (???) If you download, use, and appreciate this plugin, please consider adding a comment or review. Any feedback is much appreciated and motivates me to keep providing plugin solutions for the community.Free2 points -
Regarding the "Value of Art" Art History would say... "Don't worry. Art has a way of destroying and rebuilding itself. It will be just fine." Just imagine how freaked out painters were with the discovery of photography. Can you imagine how many people were saying "Well if you can just click a button what's going to happen to the value of Art?" And while photography is successful in its own right, it evolved even further into film which has become one of the most prolific and influential art forms developed by humanity. Regarding the Industry. This has been happening since the beginning. Physical model makers, cell animators, and countless other professions have had their jobs swallowed by technology. The few who are absolutely remarkable still exist... but you need ballerina skills to earn that place. Honestly most people who've had a couple decades to watch things change don't want the tools to go backwards. If they do it's always a very "convenient" amount (i.e. before subscription services but after Global Illumination). Don't know a single matte painter that wants to go back to painting on glass (certainly not on a deadline). When done well, technology should leave more room for creativity. The largest threat to working artists is quite honestly the next generation of young artists, and that's the way it should be. I don't know where this AI road is headed, but I do know there's always a path to embrace change in a positive way. Cheers2 points
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2 points
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So this really brings into question some questions regarding "art" and more importantly the value we place on "art". I would hate to think that at some point in the not to distant future, you enter the text "expressionistic image of water lilies" and you get something that Claude Monet could have created. If that is all the effort that is required with AI, then (IMHO) digitally created art is no longer special. It instantly becomes a commodity when it is created with ease and at great abundance. It has no value, either monetarily or within the eye of the viewer. So much for NFT's. Why go to all that trouble to insure the originality of your digital artwork when how it was created is open to debate. Did the artist labor over every polygon, texture, light position and render setting or did they use AI? With those doubts, would you ever pay anything for digital art or would you instantly view it as a mechanism for scam artists to make a quick buck and stay away. For example, had Beeple waited 10 more years before cashing in on his "one-piece-of-art" everyday without fail, no one would have paid $69 Million for a body of work you could produce by simply typing a bunch of phrases. Anyone can type a phrase into an AI engine every day. Once you begin to question the effort required to create something, the creation loses value pretty quickly. The implications for the digital content creation industry are also significant. Do you need as many concept artists? Storyboard artists? Look-development teams? Content creation companies will love it because of the increase in output and how it speeds up the whole brainstorming processes...and they can get all those benefits with less artists. I don't know.....it just feels that every week we see a new wonder from the world of AI. Some are amazed, impressed and/or excited by what this technology brings. As for me, I also see its potential to de-value and de-humanize our contributions. Dave2 points
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1 point
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'Single-threaded' ? You can try hitting Esc once, and waiting. That SHOULD halt ongoing processes, but doesn't always in practice. In that case it's wait or force quit time (shift+shift+delete), which will attempt a save before it goes. CBR1 point
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No, you may be confused there. Caching is either something we do to simulations to make them go faster the in the viewport, or to make dynamics work with team rendering for example, or something we used to do in Standard Render with GI, which could save some time in some circumstances where only camera animation was involved. Unless there is some caching functionality in RS I am not aware of... CBR1 point
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1 point
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Wheres the diamond hands emoji?... Strictly speaking there's been like 10% inflation this year, I wouldnt be surprised to see that reflected in prices.1 point
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Different renderers have different prep sequences so that's why it is necessary to know. I think the reason all resources aren't used in the prep is because the process needed to prepare for the render is single threaded, that is it can only use one core and not all cores at once. This is usually due to the calculations having to be done sequentially and not simultaneously.1 point
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Some processes in Cinema are single core, which can explain low overall CPU usage. I believe that preparation time is for the compilation of RS materials. Whatever it is, I don't think you can change it. CBR1 point
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Really Hope price for Maxon One Subscription doesn't change when they add Zbrush to it1 point
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Most attributes in C4D objects have a circle (prior to R25) or rombus (R25+) on their left side. If you click on it it will turn red indicating you just made a keyframe on the current frame. If you click it again it will delete the keyframe. A red outline indicates that the attrribute uses keyframes. An orange fill indicates that a change to the attribute value has been made on an already-set keyframe on the current frame but the value hasn't been recorded yet (over writen the current keyframe). This is the only way I know to animate without opening the timeline or using the Auto-keying or Record Active Object.1 point
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First jump into Unreal Editor 5 and Megascans. Lots to learn and not much to show for it yet, but holy crap is this fun.1 point
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@muhchris The snap does work fine as long as you move your axis to the correct location, but there are some alternative approaches that may be helpful depending on your goal. When you want to clone something between 2 given positions an alternative is make a starting object and an end object with axes that can be placed in specific locations and then clone between them in blend mode. If you know you need stairs "with exactly a 8" rise and a 10 run" it's better to create them how you have them, but if you're doing R&D and and just trying to get a sense of how many stairs "look right" a blend might be helpful.1 point
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1 point
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I wish the developers of cinema 4d would show that they listen to their users. Because right now it looks like an excuse. You could add not quickly but really something useful. And what do we have in the last few years? Lots of time spent on nodes for their dead render (physical and standard) Well really who can come to mind to waste so much time, then adaptation of Pro Render, well, it was clear to all that this is unpromising. Then, when everyone expects something trains us to roll out a new interface, which was already good and replace the free plugin to import files illustrator. Doesn't it look like a mockery? It pains me to write this, I've been using Cinema 4d since R13 and back then it really looked like a flagship motion design software. If I'm not mistaken there was news on the maxon website about the development of a new engine for cinema 4d, it was R17 or R18. We already have R25 and it's just as slow as R13. 10 years ago.1 point