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Showing content with the highest reputation on 09/01/2022 in all areas

  1. a acceptable offer for perpetual updates 🙂 Not shure if the new features since R21 are worth 2400€. I once in a while use new versions and therefor I have a quite strong opinion about that 🙂
    4 points
  2. Looking at the Maxon site: Sept 7th is highlighted as product announcement day, so I thought it would be appropriate to call on you ladies and gentlemen to highlight your hopes and dreams for R27... : )
    1 point
  3. As a new Houdini user, I could only wish for such mundane problems. I haven't tried yet, but I imagine that a clay mode in Houdini would entail learning learning three new disciplines and stringing together a couple of dozens nodes and then debugging it all for a month, unless one didn't want that, and then it would just happen and I would have to then spend an equal amount of time trying to stop it.
    1 point
  4. Looking forward to next release 🙂
    1 point
  5. I got a response from maxon Support: This is a known issue with Moves that requires an update to fix. Unfortunately the only workaround for this issue right now is to use Cinema 4D R23 until our developers are able to fix it in a future update. You can keep an eye on our Release Notes page, below, to see if a future update contains this fix: https://support.maxon.net/hc/en-us/categories/4405723856402 I gave it a try in R23 Re-importing the capture in r23 seems to work, and opening that project again in R26 seems to resolve that issue. The blend shapes are animating and accessible.
    1 point
  6. Agreed, I do this all the time between apps. Btw, are you aware of this? Simple copy and paste between DCCs. https://github.com/heimlich1024/OD_CopyPasteExternal I used it before, but I am unsure if it still works for the latest C4d release - no updates in a long time ;-( Still works for Blender, Houdini, and LightWave. Unsure about the other apps.
    1 point
  7. In broad terms, Omniverse is a suite of freemium applications (free for personal use, payed for companies as an Enterprise version). There are applications for developing your own apps and games based on OV technology, apps for viewing archviz scenes and apps for building scenes. There's a launcher from where you can install what you need. Omniverse has its own custom realtime RTX raytracer and a fast path tracer as well as its own physics system for rigid and soft bodies. These are more or less the key features you'd use when you want to use OV for building and rendering scenes. Omniverse requires a Nvidia RTX GPU to run. All apps are based completely on USD. Omniverse apps do not accept anything BUT USD. In the background, the apps use a database core called Nucleus. This is essentially a localhost server that you can setup only for your machine or you can setup a true server to share with team mates online. There's also an app called OV drive for quickly creating a virtual harddrive in Windows Explorer that is linked to the Nucleus core. Software companies can develop connectors (= plugins / live connections) for OV. With these plugins, you then export your entire scene or single assets from the scene as USD files to the Nucleus core, e.g. by exporting them to the virtual Omniverse drive. Then you import the USD assets from the Nucleus core folder structure to your OV scene. Once exported, you can continue editing the scene in your DCC application and with every change you make, be it a modelling change, lighting, materials, adding new objects (...you name it), a re-export of the scene as USD (thus overwriting the existing USD asset) to Nucleus is triggered in the background. The nucleus core keeps track of only the differences since the last export and streams them to the OV scene, causing the assets to update in near real-time in OV. So if you are using a nucleus server that is online, one team member working from home can edit an object in Maya, another team member somewhere else does something in C4D and another person textures something in Substance Painter. With the connectors from these apps, all team members can see what the others are doing live on their own screen through the scene in OV. Because OV is based on USD, it is compatible with Pixar's USD Hydra delegate (essentially a bridge for render engines): Any render engine that supports Hydra can be plugged into OV and used for rendering the scene instead of OV's default path tracer. The main idea behind OV is thus collaboration across multiple apps in real-time where OV can serve as both a bridge and an endpoint for rendering the final scene. Because everything is a baked, exported asset, there are no incompatibilities between apps. USD supports MaterialX, so I suppose we'll see more MaterialX support across render engines in the future in addition to each engine's custom materials. Now read the initial post again and it should make more sense 🙂 Edit: German press release from Maxon if you want to know more about C4D / Redshift and OV: Team-basierte Zusammenarbeit für Maxon-Produkte jetzt mit NVIDIA…
    1 point
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