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Showing content with the highest reputation on 04/24/2022 in all areas

  1. regarding the rather harsh comments on the simulation stuff: this is the first iteration, sure it isn't there yet with marvellous, maybe it never will, since marvellous is a specialized tool for just that task, so it's not really fair to compare. i remember a lot of you asked for a unified simulation system, now you see the first bits of it and then it's all shit because it isn't perfect yet? to me it's a promising start, still a lot to improve, but overall it's much better than what we had before and the underlying tech allows it to become as good as vellum. (in theory 😉 ) and yeah, judging something by hitting play with default settings is like opening up a new file and hitting render to judge a render engine. solid approach.
    4 points
  2. one thing from that hasn't been mentioned anywhere, but might be big deal for the character animation folks:
    3 points
  3. The trick worked. Undocking object menus will show all icons for both Redshift and Standard renderers. I made two foldable palettes for each object category keeping only the objects of the respective renderer. Now it will show the appropriate pallete according to the chosen renderer.
    3 points
  4. Those surfaces are much more complex than you may be imagining. All of them have the traditional fine grooves and reflections that are best handled with radial anisotropy maps but several of them have fine hammered tone-bumps as well, which will also affect how light reflects from them, and will need to be present in either the models (seems unlikely) or the texture maps. You will have to find a way to acknowledge both these surface qualities in order for renders to start to look right. I can see why you just whacked metalness to full, but that may not be the answer. I suspect you will actually need several layers of masked reflectance types (variable roughness and color tone primarily) to accurately describe these sort of surfaces - they are rarely uniform reflectance all over the model. You will also need to make sure that your scene is full of things for the cymbals to reflect, probably including a skydome with HDRI. Also remember that cymbals are rarely very shiny - they are actually quite dull and worn metal usually (as we find with any metal surface regularly hit with wood), except when brand new, and some despite that ! Modern artisan-style cymbals tend to look pretty duffed up right from the factory - to the point where we often used to joke with our drummer about him finding his cymbals in the local skip ! 🙂 So that's the general qualities you need to address, and the reason why your current ones don't look right, but I am not the person to tell you how to do that in RS, which isn't my first choice of renderer... however this thread may be some use... Oh, and I see you have Substance Painter. That might help ! 🙂 Ex-C4D leviathan John Dickinson below, to help with an answer over there... CBR
    2 points
  5. Animations look fantastic. Sometimes in the fossils, they find hints at what may have been on their skin, such as feathers. I'd imagine as they use more advanced tech to scan fossils, they may be finding new clues as to their appearance. As for the free 3 months of AppleTV+, I'd say go for it. Yes the dinosaur series looks great, but I'd also throw in Ted Lasso as a reason to try it. Haven't branched out to much other content yet, but it all looks to be very well made content.
    2 points
  6. There you go - fixed both issues 😉 tuto sol mouvant youtube the collision deformer etape3 CBR Fix 2.c4d CBR
    1 point
  7. Oh - forgot to say - to avoid those initial 2 dents in the surface just select the 2 objects in the emitter and move them up a bit. You might also to want to look at and redo your collider geometry; generally speaking the pit surround meshes shouldn't be the same object as the floor, so that they can have independent dynamics settings. Nor should they overlap each other as yours do in places. I have to pop out now, but it should be possible to adjust things so balls can't escape the colliders. CBR
    1 point
  8. Thank you very much CERBERA! I’m sorry for the time taken to resolve, I don’t understand much about English and the icons have changed, in short, I didn’t understand everything during!! Thank God you’re so efficient!! I’m going to take a close look at the work to better understand where it stuck! Thanks again!! Take care of yourself!
    1 point
  9. No no, you've made that a lot worse !! 🙂 Now there is movement commanded by one thing that is overridden by unnecessary dynamics tags so nothing moves ! Also collision Mode wrong - that needs to be 'Outside'. Also no need to duplicate dynamics tags on objects AND their parents. Lastly emitter needs to be under everything else in the Object Manager so Cinemas order of execution is correct. Have a look at the attached, which I got working for you... tuto sol mouvant youtube the collision deformer etape3 CBR Fix.c4d CBR
    1 point
  10. For amd systems, you want to aim for 3600mhz specifically, this is because the memory is ddr, double data rate; which means its base clock speed is exactly half, ie. 1800mhz. 1800mhz is the sweet spot because thats the maximum stable memory bus speed of x570 motherboards, essentially the point where youre getting great performance whilst also remaining stable. After that is the CL, cas latency, this is how short the intervals are between sending new data back and forth, the lower the better, but anything below CL18 is fine, CL14 tends to be the lowest it goes, but larger memory sticks tend to be higher on the scale due to the extra overhead of handling the higher capacity. Don't increase the voltage, there's no reason at all to do this outside of enthusiast overclocking, all you need to do is get the memory running at the rated XMP profile speeds, the memory and motherboard will negotiate the voltages themselves. As far as "theyre made in china" goes.... your entire computer was made in china. And your phone, and your tv, and your laptop, and your car's electronics... If we're avoid chinese electronics then you're going to be in a cave smashing rocks together. For 128gb kits, The gskill one you linked will be fine, but looking at the specs its very likely to be the same chips as this corsair kit: Corsair 3600mhz cl18 - CMN128GX4M4Z3600C18 https://www.corsair.com/uk/en/Categories/Products/Memory/VENGEANCE-RGB-RT-Black/p/CMN128GX4M4Z3600C18#tab-tech-specs They aren't on the validated list yet because theyre brand new, but they are tested and will be compatible. One question, did you update your motherboard bios? this would always be my first action after getting memory errors which arent fixed by setting the memory down to default settings.
    1 point
  11. Thank you so much CERBERA !! have a nice day !!
    1 point
  12. Couple of things wrong with that. 1. Your collision deformer does not have any collider objects listed under its Colliders tab. I haven't got time to watch an hours tutorial but I presume the emitter should go in there... 2. Your Floor (and any other objects you don't want to fall) should have a dynamics tag, as it does, but you need to turn dynamics off in the tags, so they are merely a collider, and don't fall with gravity. CBR
    1 point
  13. Honestly, to get any sense of quality differences you need to specify which exact product youre talking about, and I mean the exact product SKU code, because even different batches will vary over time. Ram gets graded into different specs. The stuff that doesnt perform so well at high speeds gets turned into value/budget sticks. The good stuff will become the mainstream product and the very best chips get turned into their premium high speed product, the same goes for all memory manufacturers. Asking about "gskill 3600mhz ddr4" memory, is like asking what I think about the red hyundai car with 4 wheels. Even the memory capacity is going to make a difference because different size sticks use different dies and ranking.
    1 point
  14. One thing I haven't seen mentioned (and to be fair, maxon seem to have skipped over it) is that you can now work over the network at more or less full speed. Loading and especially saving is now multiple times faster than it was before. A quick test here over a 1gbit network Saving 800mb c4d file over gigabit network R25: 32 seconds R26: 9 seconds If you have a faster network connection then the speed improvement becomes even higher. With a 10gbit network you can expect file transfer times to be up to about 10x faster than in R25.
    1 point
  15. I don't really get when people complain that Maxon became Autodesk... This is not true and I wish it was! The current Autodesk is a much better company than current Maxon. This is not 2007 anymore, Autodesk is a much more transparent and user friendly company than Maxon has been in the last 10 years. We are not talking about the evil "lets kill Softimage" Autodesk anymore. Maya and 3ds Max indie cost a fraction of what Cinema 4D costs and they are both much more complete 3D packages (you'd need a Maxon One susbscription to get closer to what Maya alone offers). They also receive substantial upgrades every year, unlike Cinema 4D that receives a substancial upgrade only every 5 years (and a bunch of joke releases between). So yeah, I WISH Maxon became Autodesk.
    1 point
  16. Very interesting analysis of the art and environments of Dune from Aesthety... and as if that wasn't enough - here's a 1 and half hour deep dive on the VFX on that Absolutely VAST VFX team on that - 84 TDs ! CBR
    1 point
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