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Showing content with the highest reputation on 06/02/2022 in all areas

  1. One more with textures all from The Pixel Labs Corona texture pack.
    1 point
  2. The Pixal Lab stuff is really cool. I have both the Blemish Maps packs, they elevated my material game by a ton.
    1 point
  3. Maybe this would be better approach. You locate a corner point and select a polygon face from it. Works on 2d planes. If you will use 3d mesh (such as cube) you will need to change comparison in the setup to accommodate for that. Hope it helps 🙂 Corner Selection_0001.c4d
    1 point
  4. I did use a pretty standard example there. Below is a better example. In that, I'm using a noise map to drive the inset amount per face. Houdini's Extrude tool allows you to optionally remove the front faces post-extrude, so you get the holes for free. To drive the point further, once you have a per-element attribute, you can do pretty much what you want with it - obvious candidates are per-face colour, scale, rotate, extrudes, etc., but you can also use it to drive density if you want to scatter some objects on there, or if you're simming, drive per-face friction, bounce, mass, etc. You can also exploit the attributes for very precise selections, so you can group all faces that have a value of < 0.5 say, and then do a subdivide (for example) on only those. The sky's the limit really.
    1 point
  5. New texture pack for Corona from The Pixel Lab. Picked it up to support Joren - nice stuff. Everything in here is from the pack except the painting and the book.
    1 point
  6. Using matrices for points wields a lot of power, but at the same time you need four times the memory. That is why usually simple single vector positions are used for anything with a large point count. Even for splines you mostly try to get away with less than a matrix, i.e. broken tangents only increase memory consumption by a factor of two, not three like a matrix. Neutron doesn't change anything here, some things just become a bit more visible than in the past. What Neutron does differently is that you can already attach specific attributes to vertices, where in classic Cinema 4D you have to add tags this kind of information is now a direct part of the geometry information. At this time these attributes are a bit limited, you can only use types that are offered within the Geometry Property Set node. On the other hand, where possible, all modeling operations interpolate/copy those attributes if the topology changes.
    1 point
  7. I can only speak for my experience. The reason why I went with Houdini is not necessarily how "cool" (i.e. all the FX (pyro/fluids/particles) you can deliver) or how "procedural" it is. It was merely because it solve a problem. As my projects became more complex, I couldn't do it in C4D any longer. Or if I can do it, there is just too much work around. A straightforward example is the clones. In C4D, you can't manipulate the individual clones freely. I mean you can but from my experience you'll probably realize its not that manageable. With Houdini, with the power of attributes, you can literally do anything. When I bought xParticles. I thought okay I don't need Houdini any longer. But not really. No offense for Insydium. xParticles is great. It can deliver of course. But in comparison to Houdini of building a system for sustainability, xParticles just can't compare. For example in Houdini, you can do post correction on your sim. Which is a massive plus. You don't have to just fully rely on your initial parameters.
    1 point
  8. Hi, This means you are going 'out of core' - significantly. In other words your graphic card doesn't have enough memory to hold the texture data needed to render your scene. Your 1050Ti card has just 4GB of memory I believe. Windows will use some of that memory, some will be used to drive your monitors etc. As you can see above RS reports just 2.13GB available. That's not really adequate TBH. This means RS has to transfer a lot of data back and forth between the CPU and you GPU - rather than caching it on the GPU. That larger number on the left shows the total amount of data doing that transfer during the render - that's why it grows over time. The good news is that RS is pretty efficient at working with 'out of core' textures. While it will dent your rendering performance it's not a big hit and you will get away with it for basic work. Ideally you need a card with 8GB or more memory.
    1 point
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