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Showing content with the highest reputation on 09/02/2023 in all areas

  1. Congrats on completing the project.
    1 point
  2. At the risk of sounding like a broken record, it would be helpful to have the scene file here... But it looks like your character has unsuitable topology to deform properly when rigged, especially around the groin area. In any case we need to see what your weighting is doing before we can properly advise... CBR
    1 point
  3. Also this person created an XP tut but with a shaky cam and more timelapse... they did swap the rain particles with instanced meshes for more chunkier/thicker rain.
    1 point
  4. Insydium posted a rain rig tutorial for XP.
    1 point
  5. So essentially, you are advocating that any fluid simulation system outside of Houdini should only be used for single system physical simulations like filling a glass with water? So simple non-VFX big budget scenes like ice cubes floating and moving around naturally in that glass during a product shot of Don Julio #70 Tequila being poured over ice should immediately cause the artist to bail on C4D and start learning Houdini? Not sure how you could do a natural interaction of ice and fluids realistically in a product shot where the fluid simulation pushes and moves the ice around while the moving ice also affects the motion of the fluids. That is a multi-physics simulation at its most basic. I don't know, but simple product shots like that are keeping it real and are the bread-and-butter shots for the independent artist. While I have not surveyed the entire industry, I think it is safe to assume that the first "go-to" tool for artists working in the product advertising field is NOT Houdini. Also, what is the point of GPU enabled fluid simulations if they are ONLY going to be used for simple scenes? Sorry, but my original point stands. If you want to do more than filling a static non-moving glass with water and get into multi-physic simulations, then the workflow using a JangaFX's stand-alone apps becomes a problem. And if all you are going to do is fill a static glass with water, then that is something XP can handle today very easily and completely within C4D. Dave
    1 point
  6. You make a very compelling argument for creating smoke and fire. But I fear that workflow will be tested for LiquiGen as fluids not only get impacted by an object's animation, but they can also impact the motion of the object itself. For example, imagine a burning flag being hit with water. Here you have cloth, liquid and fire simulations all working together: liquid can push cloth, cloth can push back on liquid and the moving cloth can then drive a fire simulation. To manage each one those simulations discretely would be a series of best guesses to get right and therefore very difficult. This is where XP has an advantage as the underlying architecture for each simulation is particles. Cloth simulation set's each vertex of the cloth as a particle. Those particles can then be acted on by the particles in the fluid simulation and in turn the cloth particles can affect the motion of the fluid particles. I think this used to be called "n-systems" level of simulations where multiple physical simulations can work together. Now, pretty sure JangaFX will get there but it will be dependent on caching those animations during export - which locks you in. For example, say you want a tidal wave to overtake a moving car and then push it down the road. The car will be key framed prior to export but will then its entire animation will then be cached and locked in after you import it from JangaFX. I hope (and this is the big dream) is that fluid simulations do take a huge amount of time to get right and by the time JangaFX reaches the same level of interaction that you can get with XP today, XP has been ported to run on the GPU.
    1 point
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