Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/29/2022 in all areas

  1. I have Cinema 4D v4 and up running on Windows. The application itself is only seldom a problem, the installer are more critical. So if anyone wants to archive a Cinema version for possible future use, take a production version that you have installed with all plugins and zip it.
    2 points
  2. The same here. Used from time to time R13 and R19 from old versions, but runs fine without issues. R19 installed especially for cases like this - conversion old files to current releases...
    1 point
  3. That doesn't sound right. I have Cinema versions all the way back to r11 that still run on my windows 10 workstation, and I primarily work in r20.
    1 point
  4. There are many people here with r19 or older that would probably be glad to help if it's only a few files that need conversation.
    1 point
  5. For what it's worth, I do still have C4D versions back to R12 installed here on Win10 (well, in this context the R19 is probably that version that counts). They all run fine, so I could to a certain extend help in converting project files. Keep in mind, though, this can get problematic, if such project files rely on plugins I do not have installed here.
    1 point
  6. I don't know why it was decided to not offer this, but i can think of a few issues, the main one would be that a good deal of development effort would need to be put into that old R19 code to either remove licensing or adjust it to modern standards. Also, espeically on OS X, there can be compatibility issues between old versions and current Apple HArd and Software. This is quite the can of worms over all, especially given that most users in that situation actually do still have such an old version. We are talking about a lot of effort for a very small numbe rof cases.
    1 point
  7. I get that.. but than perhaps allow the download of an old version of C4D that Can open these old files. why not have R19 available on Maxon One?
    1 point
  8. This is a lot bigger than restoring some functionality. The whole structure of Cinema 4D changes over time and at some points we have to cut support for old files since we simply can't maintain the old state. Doing that would mean that we would have to maintain many parallel implementations of various features, where the code does not conform to any current coding standards or even works on current processors. Sorry, this is a problem on a scale that it would require a substantial part of the over all development ressources to maintain, with no other advantage than being able to load old scenes.
    1 point
  9. Please feel free to reach out to Maxon support, maybe they already have a bit of experience with this.
    1 point
  10. Thank you! It works! Well that just saves me just about 180 lines of code and 720 number alterations. I can go home early today 😉.
    1 point
  11. I think this does it def main(): global Output1 # n is number of mats for a in range(n): if Input1 >= Input2 * a and Input1 < Input2 * (a + 1): Output1 = a
    1 point
  12. Thanks a lot for your reply Srek!! I do believe that we set up the asset database correctly: we have several users on each workstation, one of whom is the Royal Render user. The database is loaded in all users see screenshot: Today I did some more tests with very surprising results: 1. Via Royal Render: All textures are missing 2. Command line via Powershell without the argument: Some textures are missing but not all. On closer inspection, I noticed that all textures that are loaded in Redshift via the texture node are there, but the textures that are loaded directly without a texture node (in the sprite shader and in the domelight) are missing. Very strange. 3. Commandline via Powershell with the argument "g_prefsPath=": All textures are there. After rendering, a warning comes up in Powershell: Warning: Unknown arguments: Cinema 4D R26_7DC20B77 So the "g_prefsPath=" argument seems to be the solution here. Many Thanks!! We can now try whether we can get Royal Render to take over this argument. But unfortunately i still can't wrap my head around this whole thing. How can it be that C4D Commandline finds some textures and not others without the argument? Are the preferences set up correctly? And if we now get Royal Render to use this argument, can we put a Preferences folder on our server so that we don't have to set up a separate path for each client? Unfortunately, I'm a normal C4D artist and not a network administrator or anything like that and I'm very grateful for any help!!
    1 point
  13. APIC Solver confined to a sphere. I think I used a bit too much force on the emitter which is causing the popping. Rendered in Redshift using Greyscalegorilla EMC Chocolate material and HDRI lighting. pour_apic_in_sphere.mp4
    1 point
  14. Another overnight render just to see how a Level Set liquid would look like rendered as water. Using an HDRI for the dome light makes it end up looking more like glass, due to the mesh being treated like a solid object. Rendered using Redshift. water_fluid_redshift.mp4
    1 point
  15. If you want a properly realistic result with zero distortion in the thickness of the strands of the metal meshwork then you really have to model that panel in that shape. But I don't think we do want that. In the real world a flat mesh is press deformed into the shapes required, so we should try and mimic the physical consequences of that, which will include some distortion of the perfect pattern, but no variation of wire thickness. However, because the curvature is only slight , or at least the bits where it's not slight are only at the very edges, and mainly hidden by the frame, I suspect the distortion you'll get with something like an FFD or Mesh Deformer might be OK to get you a decent result despite a tiny amount of thickness variation that will get introduced along the way. So, assuming this end section is likely to be made from a circular section of mesh, your first job should be to boole intersect a square section of mesh with a cylinder, and make that a single editable object. At that point you may be able to try soft selection to pull a nice curve out of the end section, or you can try it with less scope for human inconsistency with deformers, of which I think mesh deformer will be most successful, the cage object being a cylinder with about 6 cap segments. A mesh deformer, yesterday. On another note, you may want to fix the rogue triangles and near coincident polys that is making your main metalwork look scrappy round the edges, and I suspect we need some phong breaks there as well for truly clean, sharp cornering, especially if you are not using SDS. CBR
    1 point
  16. Here is a bit more elaborate setup, in this case purely nodes based. Essentially it is an inheritance effector where clones reach transformation of target object with temporal offset. Sounds complicated but effect is quite known. Following controls are provided You can choose what is active (what transforms), duration and gap. The main part of the setup is located in inheritance group To use, simply set final transformation with null object Press play and clones will transform from original state defined by distribution to new transformed state. You can easily swap the distribution. The challenge would be to make this a capsule 🙂 112_Inheritance.c4d
    1 point
×
×
  • Create New...