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Showing content with the highest reputation on 10/27/2022 in all areas

  1. We mustn't forget that MD is a dedicated application designed to ONLY do that and has had over a decade's worth of development... I think we should be grateful that we have anything close to that functionality natively in Cinema, especially as it is so much superior to our previous cloth system. Ours is, as yet, still an early incarnation, and it is reasonable to expect that improvements will be made to it as time goes on. Personally I think it's a stunning start ! 🙂 If you look very closely at Quasar's examples above I'd say he was doing a pretty good job of showing different material density - the creasing in the jeans on the second to last example looks mostly correct, and way different from the creasing and movement of the thinner, lighter materials in his other examples. I don't think the inevitable use of proxy objects is such a big deal; the mesh deformer works well in this regard and we have excellent Remesh and Normal move commands, and very decent modelling tools for creating that proxy geometry quickly and efficiently. CBR
    2 points
  2. Yes - follow a guy called Quasar on Twitter, who is doing amazing things with cloth... so I would have to conclude it can be done ! His recent timeline is full of impressive cloth stuff - check it out ! CBR
    2 points
  3. Quickly design buildings and surroundings in Cinema 4d. Facades, elements and textures can be easily replaced or created by yourself. Cinema4D Building Generator comes with C4D Standard Render and Octane shaders, but shaders for all render engines can be used. https://florenoir.gumroad.com/l/ltklct Building Generator is one of three plugins dedicated to urban design developed by Florian Renner.
    1 point
  4. I've been longing for more performance in C4D for quite a while. Now I decided to just chew my bank account and go for a RTX4090. I now have a 2080 Ti for Desktop apps and viewport display; the 4090 is dedicated for rendering and GPU-accelerated tasks. Since I've been working on a huge project, I was still staying in C4D S24, giving the new versions only peeks of interest and curiosity. Today though, I have finally set up C4D 2023 properly and took the new system to the track. Just... wow O_o Rendering Scenes that rendered 12:00 minutes on my 2080 Ti are now finished in 00:52 seconds - Same settings! Rendering on both GPUs is actually slower, because the 2080 doesn't finish it's buckets in time. The Redshift benchmark finishes in 1:20 (room for optimization left, I don't know how to set the bucket size in the benchmark command line) IPR Using a dedicated GPU for IPR makes everything SO much smoother. Yay! There's a little lag before the IPR starts to refresh, but it clears up almost immediately. Seeing this, I'm not even so sure about Redshift RT anymore, to be honest. New C4D GPU features Cloth is SO much fun! I'll have to relearn the system, but I'm already quite confident that I can use Marvelous for designing cloth, but simulate directly in C4D. That would make the whole workflow so much easier. A lot to dig into, but very promising. I'm so looking forward to fire stuff Dave has been teasing 😄 X-Particles Nexus stays interactive even longer on the 4090. Still no Houdini, but the Particle situation is improved immensly It's still early, but all in all, this really feels like the huge performance jump I've been craving for. After a long period of mediocre updates, C4D now feels fresh, powerful and exciting again. Kudos! 😄
    1 point
  5. Doing it the MD way would mean that the final cloth mesh needs to be generated based on a user provided mesh. You would not have full control over it. while that might be acceptable for a dedicated clothing tool like MD, Cinema aims to be a generalists tool with a maximum of flexibility. Maybe we can think of a mesh generator based addition to cloth in the future, but right now a universal tool is the better option.
    1 point
  6. Coming from S24 - there are no features inside that would benefit from a big GPU. So for me, the eye-opener is the combination of C4D2023's GPU-accelerated features and the hardware. Regarding Houdini - I certainly embrace a mindset of life-long-learning. But also one of pragmatism, and this side tells me: I simply don't have the hundreds of hours to learn Houdini. So it's nice to see, that my software of choice (and the time I sunk into it) is getti g revitalized, both through hard- and software.
    1 point
  7. Thanks to all. That works yes. But that concept is flawed in my opinion. It basically means you to have to model an object with cloth dynamics in mind or even drive it by a low poly deformer simulation mesh. The first leads to compromise in visual quality and the second leads to a convulated the setup that needs extra cages and introduces new deformers. It works easily for simple example scenes but gets difficult when layering multiple cloth objects like character cloth etc. A jeans has different physics than a leather jacket and different from a tshirt. Marvelous Designer has it all as physics settings. And there is a good reason for that. The mesh quality should be independent from simulation in my opinion.
    1 point
  8. Coolness, so it can be done. I found Marvelous to be very impractical for animation. While it is great for sorting out patterns en uv-ing - having to set up a rest pose en from there on to the animation pose makes my workflow overly complicated. Not to mention cloth that is misbehaving stuck inbetween joints. so i reverted back to the trusty surface object deformer. Philip
    1 point
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