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Showing content with the highest reputation on 11/23/2022 in all areas

  1. Actually no. It's 100% grid based. No motion is generated, only voxel values for the 7 grids you see in the Pyro Object. Motion can be created and propagated to Particles and Bullet Dynamics by using the Field Force and a velocity Grid as the Source... Tutorials coming for all this in a few weeks...
    3 points
  2. It is based on some kind of particles though, I believe. Just in this incarnation we don't have controls at that level. Wouldn't surprise me if we end up seeing Pyro adapted / expanded into all sorts of weird and wondrous things as time goes on... CBR
    1 point
  3. @Leo D No worries, and thanks for the clarification! The C4D Shader has tons of amazing features, especially when used with the MoGraph tools, though to your original point, I haven't found a ton of uses for it when doing straightforward photoreal modeling / rendering work. The brick & tile shader looks promising - was totally hoping the RS team would do something like this. I was a primarily 3dsmax guy for a long time before I learned Cinema. That program had something similar - parametric bricks & tiles - which they introduced probably 20 years ago and I used it often. Hopefully this has as many features and more... Thanks again for the response! N
    1 point
  4. Thought id post this as I have been using Toolbag 4 as an alternative render engine for my final renders. Its fast, very easy to use and more important renders high quality outputs. https://marmoset.co/ Dan
    1 point
  5. and my favorite settings so far: mimic_0001.c4d
    1 point
  6. I would start by just sticking a few boxes of wind along the tube to just try blowing the object through.
    1 point
  7. I also like that everything is in the same window in the Octane Node Editor: all the Octane Nodes (as well as the compatible C4D nodes) on the left,, nodes in the middle and the attributes on the right. Much easier to use and with high discoverability.
    1 point
  8. it is true. I've been using RS a lot more lately with the node editor and the UX is still cumbersome compared to Octane's updated editor. I mean simple things like clicking on an input node dot, dragging it out and it gives you a list of possible inputs (with image texture at the top). Alt-dragging a node on a pipe and it inserts in the node into the flow. Even something simple as hovering over a pipe and it tells you what the connection is, or gives you options insert a node or break it. It's like butter....
    1 point
  9. I guess they "heard" us haha Main reason for the guess is its now made available first to C4D. Rather than waiting to release it after it is available to all DCC
    1 point
  10. That's true. On the other hand, Octane's node editor in Cinema 4D is so good that I don't wanna have to use the native C4D editor when I'm using Octane.
    1 point
  11. Hi @pfistar, I'm sorry if I caused confusion. Exactly, I meant the C4D Shader Note. As far as I know this is the only node that exists in the shader graph but not in the node material. I have never used C4D shaders (except C4D Noise) in Redshift. If the C4D shaders are important to your workflow, it's probably best to stay in the shader graph. FYI I saw on the redshift Trello site that there will be a tile and a brick shader soon. https://trello.com/b/QASr74yB/redshift
    1 point
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