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Showing content with the highest reputation on 04/29/2022 in all areas
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Useful overview. This guy has probably the best C4D modeling channel on Youtube right now.4 points
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Also worth checking out, this guy has done numerous C4D training videos for Skillshare. He's recommenced a new series on Youtube covering material options with the new Redshift standard material workflow in S26 - just this week, metals, glass, thin film and now wax. Useful and helpful.3 points
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I can actually understand all those fears and feelings. But Fritz is the wrong guy to focus the pent-up aggression onto.2 points
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I get what you're saying but given the history over the past few years, I would guess that many users are extremely apprehensive and frustrated when they hear "first iteration" of a new simulation system... or first iteration of anything in C4D. As mentioned ad nauseum in other threads here, the track record for fleshing out and expanding on features is an ongoing issue. I think we could all see how motionpunk (thanulee) is frustrated by a new release with new features that aren't quite completed yet, when the last few releases still have 1.0 feature sets. I also get how Maxon employees (and employee-adjacent?) are tired of hearing about it. There's no easy solution for any of this unfortunately. It's like everyone, on both sides, is meant to grin and bear it while those above the developers solely determine what's next for R27 and beyond... meanwhile, artists like motionpunk will continue to augment and maybe replace C4D with other software down the road. It's a tough and sometimes heated discussion.2 points
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@thanuleeI'm not sure this helps improving the communication between Maxon and this community. To be fair, Fritz's profile says "Maxon". This doesn't necessarily imply, he's a developer, but could still be interpreted as not completely unknowing about the matter he's talking about. Maybe there's more beef going on over at Twitter, but I just re-checked the entire thread and I did not find Fritz justifying anything. He actually admitted, it is currently not optimal. My expectation would be, we are seeing a first iteration of a new simulation system. Turbulence is currently not a part thereof, if I'm not mistaken. Instead of just providing the new simulation in an isolated way (which would most likely mean it to be more limited) Maxon has decided to try to translate between these systems. Is the result optimal? Probably not. Was it to be expected to be optimal? I don't think so. But should we expect this to be the final state? I don't think so either. I think, it was Rick Barrett in the stream with Chris Schmidt, who already said between the lines, that we can probably expect more to come in this area. And to me it would only make sense to continue the started unification of simulation systems. But we should also be fair, taking into account that he is a developer, his main task is to develop and not do user support. His time invested in user support, could well mean, less new simulation stuff in the next version. He even offered to look into examples, if you'd provide him with any. Instead you expect him, to deliver examples for vaguely described setups. I do not think this is fair. And I am rather grateful, somebody like Fritz is contributing here. And I'd prefer to not see him scared away (even though I know, Fritz is not that easily scared). I think, he deserves a friendly and civilized tone (which, I admit, your second post shows much better). In my experience shouting rarely leads to progress.2 points
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I think they really should have their own forum, but for some reason it hasn't happened yet...2 points
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The clamps didn't work because the input lower value was higher than the input higher value. I think this file is closer to what you were looking to do. 699619742_C4DQUESTIONMOVEOBJECTWITHINRANGEMAPBOUNDARYV1MV1.c4d1 point
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It's one of those things I don't think they transitioned properly. For camera, just right click add a Redshift Camera tag. it essentially does the same thing if you go up to the Redshift menu and add a camera. If anyone at Maxon is listening here... you really need to think about expanding your beta team so others can help catch these minor things.1 point
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I didn't ask anybody to stop criticizing. And I will not lead this discussion about Maxon abandoned every feature, after it got released in an unfinished state (it is simply not true, even if you feel like so or can name a few examples). And maybe somebody can explain to me, when a feature is done? When is it allowed to be released to this dearing community? After how many updates is a company allowed to move on and work on another feature? Or in order to go full circle, how long should Maxon take to polish a feature before its released? I could understand all this if it wasn't this release. And I do not think you will find a word along these lines from me on S24 or R25. But now it is: "Uh, this was available as a plugin before, that doesn't count as an addition!" "Meh, they only bought someone else and copy/pasted the code in, that doesn't count!" "Bah, who would need that as a parametric generator. I do not want non-destructive workflows, that's a downer!" or now: "Man, the new feature has an issue. The developer only said, it's not optimal. It will stay like this forever." And some consensus seems to be, just because one bought a product (which one can evaluate either for free or for a few bucks, at least in this regard I see some positive in subscription), does not work as one expects it to work, justifies to ignore all rules of civil communication. Even more stupid, one seems to think, that such behavior will actually leave an positive effect on the other side and make them work harder on one's issues... I don't get it.1 point
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We are very happy to inform you that the latest release of U-Render is online! Release 2022.4 brings a brand-new package of features for Non-Photorealistic Rendering (NPR), Screen Space Global Illumination (SSGI), Multi-materials, Sharpening filter, an easy-to-use installer and a free assets library. Non-photo-real rendering (NPR) focuses on enabling a wide variety of expressive styles for digital art. In its very first version, it offers many new features, such as color gradients, specularity, emissive, rim light, normal / bump, but also mask, displacement and overwrite lines. The lines drawn can be applied scene wide or on a per-material basis allowing enhanced artistic granularity on the style applied. Screen Space Global Illumination (SSGI) allows creating a more authentic looking real-world lighting environment by adding indirect lighting within the screen view area. Multi-materials helps to save time with cloned objects and numerous materials to manage. Release 2022.4 introduces the sharpening filter as well. This helps for printed rendering, when details are needed to be shown. In combination with DOF the sharpening filter boosts the focused area reaching much more reality and eye-catching effects. U-Render has also improved the installation process with an easy-to-use installer. Furthermore, this release offers Cinema 4D S26 support. Read more here: https://u-render.com/news-2022-04-release-2022-4/1 point
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This is still available via menus, but now it lives under Tools / Convert / Poly Islands to groups. CBR1 point
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Enable the Clamp lower and Clamp higher options. If you tried that then it's hard to tell more without seeing the scene.1 point
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Perfect! Came up with a solution that works using my file using @bezo's file as a reference for learning and I was able to rebuild it from scratch. Here's a video of my solution using my provided file from the original post. Thanks all. Until my next question! 🙂1 point
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Congrats to latest release. I want to ask what are trial limitation since didn´t found any info on official pages. Restricted for some time? (since found information about full feature trial)1 point
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We switched from RS to Arnold last year because of image quality of our product visualisations with a lot of fabric materials. Last year we still had to use CPU because of alpha and AOV issues. It took about 4 times longer to render Arnold CPU in comparisson to RS GPU. But the Client (and ourselfes) was much more happy with the result. This year the GPU issues in Arnold seem to be fixed so we will go for GPU rendering. Will let you know how it went. But: I changed C4D autosave to every 10 minutes. Because Arnold IPR crashes C4D so often. Did not have those problems in RS. But2: I LOVE Arnold Toon / Countour shader (See my profile title image). And I have only good experience with the people over at answers.arnoldrenderer.com Laters, Kws1 point