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Showing content with the highest reputation on 04/20/2022 in all areas

  1. I love this update 🙂 One very happy bunny over here ! CBR
    5 points
  2. It's not the ngons specifically it has problems with. It is the Isolated nature of the islanded points inside the perimeter. M-M generally doesn't work in these circumstances either. But, if you cut from an inner surface loop to a perimeter one and then continue that cut along the border some distance, then back into the inner groups and to the point you started the cut from, it WILL work, as will all subsequent cuts after that. I reported this some time back, but to be honest, now I know the workaround It hasn't really bothered me since, although I accept it is perhaps not ideal, and hope they find a way to address it. Hopefully this video explains, and gives you the work-around. Line Cut and isolated ngon islands.mp4 Interestingly, I believe the old knife tool (pre R18) COULD do the original cuts you are trying to make, and that would APPEAR to have worked, but actually the resulting mesh would be in an error state afterwards and would cause problems later because of it, hence the decision to prevent its success in these circumstances since it got rewritten. But I don't know if it's most limited tool in the industry - I don't think it's the worst ! 🙂 Max's knife has been inserting quasi-random extra points with knife cuts ever since it was introduced, and that persists right to the current version and has been like that for over 30 years ! As someone who uses the knife tools at least 500 times every day I feel I can honestly say that our own knife tool isn't that bad, and works in 95% of the circumstances I give it, the one you highlighted being a very rare exception to otherwise consistent performance. But that said, of course I agree we should be aiming for the full 100% ! CBR
    5 points
  3. Waiting for the big Spring Launch Event to begin soon. Tune in and comment on first impressions. Other scheduled live streams : 4/20/22 7:00 PM - 9:00 PM EEST - Hands-on With Maxon: Intro to Rigging in Cinema 4D 4/20/22 - Rocket Lasso S04E03 4/21/22 - Max On Color | Powerful new workflows in Magic Bullet Suite 4/28/22 - #AskTheTrainer | Exploring Cinema 4D and Redshift 5/26/22 - #AskTheTrainer | ZBrush What's New List: https://support.maxon.net/hc/en-us/articles/4712673001372
    4 points
  4. Not following you. What would you like them to have done instead with Redshift then make it more generally available to everyone? And by everyone, I mean both perpetual and subscription license holders given that RS is no longer offered as a perpetual license. Not a big fan of paying $264/year to keep RS. I use C4D as a hobby and can easily foresee maybe needing GPU rendering once a year to do an animation. In the meantime, I can use Redshift CPU to do all the lighting, materials, etc. and then when it finally comes time to do a longer format render, I can drop $45 for a monthly license. Honestly, the only two things I want out of Maxon One (to date) is C4D and RS. This is still a win. Dave
    3 points
  5. I just tried my standard demo scene above. Rendering at 1920 x 1080 px I get: 2x RTX3090's: 35.8 seconds = relative speed 1.68 1x RTX 3090: 60 seconds = relative speed 1 5950x CPU only: 661 seconds = relative speed 0.09 So 5950x CPU is approximately 9% speed of a single 3090 in this test. Having said that, this is a quick render on the 3090's. A significant chunk of that time is spent preparing and loading the scene into the GPU, which is not relevant for CPU rendering. So I guess on an animation render the CPU would be relatively even slower - maybe nearer 5% than 9%? Your mileage may vary of course 🙂 I'm sure this will improve. Kudos to the Redshift team for getting it working at all!
    3 points
  6. R26 is very impressive across the board. People are getting hung up on Redshift CPU not being Redshift GPU. What everyone is overlooking is all that Redshift brings to improving, lights, volumes and atmospheres that go way beyond what Physical Render can do. With RS, you can now work with VDB files from XP and shade the temperature, density channels natively in C4D. Plus, you have all this capability for ray path optimization that you never had before. Plus, while GPU capability is now subscription only, Redshift CPU is now perpetual. To me that is a big win. If I need GPU capability, I can purchase a one-month subscription to RS GPU but all the scene building can still be done ahead of time with my perpetual licensed CPU version. Dave As an R23 perpetual license holder holding off on upgrading to R25 until R26 was announced, I need to call Maxon and discuss perpetual upgrade options as these are improvements I want to enjoy with R27.
    3 points
  7. maxon can be so happy that there is Chris Schmidt. He really is miles ahead in presenting the features compared to Maxon itself. The new release is the best for some time now advancing stuff that many users really need. besides the nice modeling addons. I really like the zremesher. maybe one of the more important changes is the task manager imho. depending on how good it works this really can be helping not to loose data, just because you changed the cloner to a high number by mistake. The cloth simulations seams to be the beginning of a new unified physics system wich is neat. For redshift CPU. We will see, if maxon just added another not used render engine to c4d (there already is a history of that 🙂 ). besides making redshift usable for any hardware this move obviously tries to ad a not to good usable renderer to the cheap base version of c4d 🙂 we will see how this plays out.
    3 points
  8. Starting to see that core rewrite show some payoff. Noodle sim test with splines Multi cloth sim:
    3 points
  9. I feel like this was an good update. Not supeeerb.. but quite good (specially compared to the previous updates!) It is a step in the right direction, specially when it comes to modeling. There are no gimmicks and playful things, just a nice and refined modelling tool. Wish there was an update on the core performance of the software, then it would definitely become a powerhouse, specially with how easy is to work with Mograph to populate your scene...
    3 points
  10. Not really. They don't want to lose the RS sub money from C4D users. They're basically replacing the aging CPU based physical renderer with Redshift CPU, which is what everyone whined about for years. They finally caught up with Autodesk in integrating and giving a free neutered copy of Arnold for Maya users. The CPU development will be beneficial to GPU users too who may only have 8GB cards. This hybrid set up will leverage all the assets on a system. This is potentially a win for everyone.. even those who use traditional CPU farms. doesn't look like they flipped the switch on everything. Full release notes and the installer error out.
    3 points
  11. Chris Schmidt's S26 presentation is amazing. I think he can talk quicker than I can think 😄 It's thorough, playful, fast and exciting, very well done! The update itself is so packed with useful additions, that it makes me really wonder about Maxon's communication strategy around the time of R25. Why, o why didn't they just openly communicate: "Sorry guys, took us a little longer, we were busy working around Covid. No R25 at this point, but S26 will be amazing. New modelling, rendering, simulation stuff! Thanks for your patience!" The new UI would also be a more complete experience at this point and would have evaded a lot of frustration from the user base. Ok, whatever, on to a bright new future now! Edit: Ah, I forgot to add a question: Has anyone seen a more complex example of the new cloth simulation? As in, comparable to a Marvelous sim?
    2 points
  12. The modeling tools are very much appreciated. The close polygon hole enhancements are just amazing. Honestly, many a modeling job will be saved with that tool. I call it the UN-F***-IT-UP tool. Rumor has it that with all these new modeling tools in R26, Cerbera has picked up so much free time each week that he is thinking about learning a new skill: Crocheting. Kind of like knitting polygons together...but with wool. Or he could just pick up more business. Not sure which way he will go with this. Did I mention that I need some new golf club covers? 😆 Dave
    2 points
  13. Also great! Especcially when dealing with Redshift Volumes -- three digits often are not enough.
    2 points
  14. IIRC, a lot of people wanted Redshift material previews in the viewport. Looks like that one came true! Maxon One looks like a better deal with zBrush added.
    2 points
  15. Zremesher and the modeling tools look really nice. new cloth is welcomed but niche and we will have to see how it really performs and looks. the examples so far all look like rubber imho. for the render engine: redshift GPU is a great renderer (more for it's speed, than it's looks) and it is cool, that redshift cpu is feature complete. But we will have to see how it performs. If it is as fast as corona, then it it really is a cool new feature. If it is as slow as physical, then it is no real improvement. the new material system is going to be interesting though. this really is a mayor change. Not all infos are out yet, so its going to be a interesting evening.
    2 points
  16. 1. The feature nobody expected, and nobody wants: The entire Zbrush Ui 2. The feature they've sneakily removed without telling anyone: The rest of the icons
    2 points
  17. 1. The feature nobody expected, and nobody wants: Emoticon generator. Move a series of sliders to control joy, anger, nervousness and sanity to create a vector spline emoticon. 2. The feature they've sneakily removed without telling anyone: All right click menus, this was done to prevent touch screen users of c4d from having a different experience from mouse and tablet users. 3. New feature, but can't be used in production A new render engine has been written from the ground up, but it only works on Ti graphing calculators up to 3Mhz. 4. New way to screw over perpetual licence owners ZBrush has been integrated into C4D, but all brushes require a Maxon one subscription. Perpetual licence users are limited to a 1 pixel wide brush.
    2 points
  18. Hi there. Two questions: If I have an object that I was to rotate from -165 to -195, I'd like to have a slider on the screen that limits its rotation between those two values. How can I accomplish this? When I create a Target Expression, the object is facing 90 degrees in the wrong direction. In the past I would look for the "object" tab, and simply change the orientation and it would fix it, but I'm coming from R19 to R25 and I'm not sure where that option is anymore. Optional video going into more detail: Thanks!
    1 point
  19. Every year around release time we have a wishlist thread. This year I'd like to encourage your nominations for the 🍓 C4D Golden Raspberry Awards 🍓 in two categories: 1. The feature nobody expected, and nobody wants: 2. The feature they've sneakily removed without telling anyone: Kudos points for the most accurate and for the most creative suggestions : ) - and let's keep it light : )
    1 point
  20. HeliumX has released Helium 4.0. The update adds a new ‘Abstract Effect’ system for generating a range of organic-looking effects, including animated cloth surfaces, FUI elements and motion graphics. The results can be controlled via procedural noise parameters and texture maps. Other changes include a new Stencil material and overrides for emissive textures. HeliumX has also reduced the recommended price of subscriptions from $99/year to $60/year, further reduced by a first-year discount. Pricing and availability Helium 4.0 is available for After Effects 2020+ on Windows and macOS. The software is rental-only, and is available via aescripts + aeplugins, priced at $50/year for the first year; $60/year thereafter. https://heliumx.tv/
    1 point
  21. Yes, I have 🙂 I'm sure that guy will upload his amazing examples soon... CBR
    1 point
  22. I just saw you can convert materials in material manager to RS
    1 point
  23. Also look at the RS Standard Shading node. It is an exact mirror to the standard C4D channel system but with nodal connections to the supporting textures rather than dragging them into the shader window. If this doesn't get people off of the old channel system pretty easily, then nothing else will. I would imagine from their you can slowly grow your shading prowess by adding mix nodes, triplanar mapping nodes, etc....etc...etc. Very smart move on part of the Redshift team to make the transition so easy. Dave
    1 point
  24. Some reeded glass is flat on one side. Here is one quick way of doing it (file attached). If you want it reeded on both sides, just duplicate and flip and combine them after removing the back polys. Note: the selection tags on the orginal polygon were used to extrude the reeds seperately (not side by side) because the SDS needs the polys between the reeds to do it's magic correctly. Reeded Glass Example.c4d
    1 point
  25. I'm glad they kept it. You have to give users a transition period. If Physical is removed prematurely, users can't revisit old projects and make good decisions about how to move forward because if the render engine of the original project is removed, no comparative updating and reformation of the scene can reasonably take place.
    1 point
  26. Exactly. You have to look at this from the perspective of those who ONLY had Physical Render and never had RS. Now, I sense that some are still hurting over the loss of Redshift GPU perpetual licensing. If that is the case, then RS CPU is not going to fill that hole...so I do get your point. But NOT having RS CPU does nothing for that loss as well. If you accept the fact that RS GPU will NEVER be offered as a perpetual license again, then having RS CPU in a perpetual C4D license is still better than having nothing so I am not sure anyone can logically call this a bad thing.
    1 point
  27. Congratulations to the Maxon Team! S26 looks very impressive. Love the new modeling tools, specially the Zremesher, the new bridge, and the new close polygon hole. Also very impressed with the new dynamics system and Redshift integration. Bright future ahead for Maxon. And I have to admit the Maxon One subscription is starting to look much more appealing.
    1 point
  28. Yeah, this scene is made of literally everything Cinema is slow at ! Live booleans, and tons of physical instances of them ! Ok, first thing to do is to try setting all your instances to render instances instead of regular ones... and then collapse the horrible booles to geometry. Chances are we could avoid all this horribleness if we didn't use booles when proper modelling would be far more efficient, and not slow the vp at all... Reeded glass is not that hard to model. I would bet there is no need for a single boolean in this scene. CBR
    1 point
  29. Yeah.. The problem is you are using a cloner in a boole. But the real issue is, you then have maybe 10 instances each of two inefficient booles! C4D became unresponsive after a minute. I can't turn them off fast enough to investigate the objects, especially the cylinder in the cloner. You have to be careful throwing dense objects into a cloner as part of a boole. I see the object is called Reeded Glass, so I have an idea what you are trying to make, but you are going about it the wrong way. Booles can be convenient, but they are never the way to go for high detail objects, especially curved ones (i.e. cloned cylinders).
    1 point
  30. Rick just said early initial days with Redshift CPU, they see lots of room to speed it up further.
    1 point
  31. Yeah I gotta say, this is a very impressive update. A lot of great modeling enhancements I’m excited for. And just a lot of nice QoL updates in general. The new simulation framework gets me excited for the future. Great work on this release Maxon!
    1 point
  32. Yes that was a biggie for me, by which of course I mean bigger littleness 🙂
    1 point
  33. You'd be surprised how much user feedback they get. It's just the feedback from the opposite way that is super rare.
    1 point
  34. This is a great addition! I always found C4D lacking in user feedback, I hope this feature makes it more clear whats happening under the hood!
    1 point
  35. How do they manage to make the demo scenes so bad? Did Dave McG knock them up in his lunchbreak?
    1 point
  36. I think I'll just pass out from happiness. So glad I didn't buy another overpriced GPU!
    1 point
  37. Modeling tools definietly cool. Cloth examples are a bit weak to judge.
    1 point
  38. Brilliant....as usual. One favor: Could you create that same scene again but make n-gons visible? Or....show an example of what constitutes a set of "island" n-gons? I want to know what to look for so that I can execute your fix properly (or hopefully avoid it from the beginning). Thanks, Dave
    1 point
  39. This is exactly what I was looking to do without finding the right way! Thanks very much !
    1 point
  40. Maxon, the leading developer of creative tools for visual effects, is thrilled to congratulate Kris Theorin and Euan Morrison on winning Clinton Jones aka PWNISHER’s latest 3D community creative challenge: Infinite Journeys. With more than 2,000 entries, the YouTube contest challenged 3D artists to build their own custom scenes based on only the phrase ‘infinite journeys’ and the stipulation that the animation must contain a moving vehicle. PWNISHER's YouTube Channel : https://www.youtube.com/channel/UCWIfzAYHyNSyHmT2AO-54yg Check the article from Maxon: https://www.maxon.net/en/article/pwnisher-reveals-infinite-journeys-winners?utm_campaign=pwnisherinfinitejourneys&utm_source=twitter&utm_medium=social&utm_content=1650310796&fbclid=IwAR2nFivVu6QT1yi1OrXoz0a5PbK1GnblwFTYHtnBvn-g69tfe-ZQF9I_fXc
    1 point
  41. 1. The feature nobody expected, and nobody wants: A daily alert notifying user has permanently disabled the Quick Start Dialog at startup with instructions for how to turn it back on. 2. The feature they've sneakily removed without telling anyone: The ability to disable Anonymized Application Activity.
    1 point
  42. Feature they removed without telling anyone: Bodypaint or standard renderer Feature nobody expected/asked for: updated C4d sculpting tools, anything having to do with magic bullet looks in C4D New feature, but can't be used in production: AI/ML based tech for image post effects, or zbrush integration that is worse than pre-acquisition New way to screw over perpetual license owners: zBrush only available as part of Maxon One Improvement that nobody sees much out of: standard/physical renderers get a speed boost on the latest M1 chips.
    1 point
  43. Quick try with decals. I finally found a good use for my collection of vintage circus posters. This feature will make my life so much easier. The implementation really is spot on. Maybe a switch for locking the aspect ratio of bitmaps would be nice (for dialling in an exact size), but overall it’s fantastic.
    1 point
  44. Sigh. Why. Less moaning more actual constructive discussion. This place is already turning into a unprofessional whinging Facebook group or worse, CGTalk.
    1 point
  45. Well, we need to clear this up 'cause if a similar thread about Blender pops up we gonna have a lot of offended people.
    1 point
  46. Let's be clear. WHO GIVES A SHIT what they use. It's about the art. It always has been. Quit being a douchebag. One day when YOU create something and you get a reward, you can provide a break down of how you did it ALL in Blender. You can prance around taking selfies in your blender undies. We'll wait patiently for a few years before you actually start using the software you proselytize online. Before you can talk to the talk, you need to walk the walk kid. Great way to completely f-up a good article with your poisoned rhetoric, Craig. Don't bother responding.. checked out of this thread thanks to you. Have an adequate day, Craig.
    1 point
  47. I really hope the unreadable icons are being fixed, it really pains to work in the new style but not on all These white line icons are really hard on the eyes and honestly I resorted back to S23 even though I have a 25 subscription And Im a 20/20 eyesight guy on a 27" 1440p The old icons were always really outstanding compared to other apps, they are timeless modern and very readable. Also please, boolean needs an update. And voxel performance. Volume builder is so good, but I just need more performance or ways to optimize.
    1 point
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