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Showing content with the highest reputation on 09/16/2023 in all areas

  1. Thanks. That's not even the one I was referring to (it's driving me crazy I can't find it now) but yes his is even more sophisticated than the one I saw before. Even Houdini's soft bodies do not interact with their ridged bodies, especially not like that, which I recall being very disappointed and somewhat astonished to discover, it being Houdini and all, so the fact that Maxon pulled this off is really remarkable to me.
    3 points
  2. I agree with Dave’s post just before - there have been so many threads in the past where it was noted, ‘Maxon can’t look at updating such-and-such a feature until they address the underlying core performance and object handling, this or that feature really requires the internal architecture to be sorted out before they can address those other issues’ etc. I’m probably paraphrasing badly but this was noted more than once. Some threads here and on Reddit are downbeat because they think the release is ‘just a speed increase’, but I suspect they’re missing the bigger picture. Everyone can read between the lines but I suspect the Maxon devs are happier this release is behind them rather than ahead of them. And even with a couple of less feature heavy updates here and there, generally the releases from last year on have shown a lot of promising stuff finally arriving, so I expect C4D 2024 to help this process along quite a bit. There were posts years ago noting that a Bodypaint update would likely require a big internal rewrite before they could look at it. We seem to be finally arriving at that station, so who knows.
    2 points
  3. This guy has started doing tutorials on Scene Nodes. Leaving it here, since not many at Maxon are spending time making Youtube tutorials on their own Scene nodes. 😛
    1 point
  4. What's new in Cinema 4D 2024 New in 2024.0 Redshift is now the default renderer in Cinema 4D. Innovations in the simulation systems Another component of the simulation system: the new Rigid Bodies. Many characteristic spline rope parameters such as Strechiness, Friction, etc. can be defined by a Vertex Map at the point level. A specific graphics card can be selected for simulation calculation. Innovations in the Pyro simulation A Pyro emitter can now also use particles, points and MoGraph matrices. The emission volume of Pyro can be automatically faded out at the edges. Low-resolution Pyro caches can be subsequently subdivided more finely and distorted with noises. Any simulation image of the Pyro simulation can be defined as an initial state. The initial state of a Pyro simulation can be controlled individually for each property via volume objects. The colors of a Pyro simulation can be assigned with temporal falloff and smoothing. The fuel of a Pyro simulation can be assigned buoyancy. Pyro turbulence is smoothed by default. The calculation of Pyro velocities can be limited to areas of simulated density and temperature to save memory. Multiple Pyro caches can be managed simultaneously in one simulation and easily switched. Modeling innovations The Projection Deformer projects geometry onto any object. Selections can be repeated at will with the Pattern Selection. Subdivision Surfaces have a new mode Linear Pre-Subdivision. Brush/Magnet have a new mode Surface Smear. Point and polygon numbers can now be displayed in the viewports. Innovations with vertex normals The Normal Editing Manager can be used to edit vertex normals. The Vertex Map manager VAMP can now also transfer Vertex Colors and surface normals. The Phong tag can take polygon areas and angles into account during automatic vertex normal generation. Pose Morph can now morph vertex normal directions. New features for Nodes and Assets Note Nodes allow comments to be written directly into the Node Editor and to be customized in size and color. Scaffolds allow you to highlight sections of a Node setup with a colored background. The Break Spline Modifier Asset provides several methods for dividing splines into individual segments. The Electric Spline Modifier Asset can be used to calculate flashes and spline bundles. The Connect Node combines any number of single geometries and geometry arrays into a single geometry. The Generate Tangent Node can calculate a pair of tangents for controlling spline curves. The Create normals if missing Node automatically calculates Phong normals for a mesh geometry. The Modulo Selection Node provides new options for inverting and saving the selection. There are also new options for saving selections at these Selection Nodes: Select Facing, Select Bounding Box, Noise Selection, Non-Manifold and Random Selection. The Not Node inverts Boolean signals. The Clone onto Points Node duplicates any geometry onto the points of another geometry. The Explode Mesh Islands Node splits polygon islands and outputs them as separate mesh geometry. The Explode Spline Segments Node splits all spline segments and outputs them as separate spline geometry. The Transform Geometry Node is the further development of the Transform Element Node and has been accelerated in processing by orders of magnitude. Inputs and outputs to Assets and groups can be integrated directly into the setup as Nodes. Miscellaneous innovations The Align to Spline tag has some new options and can overshoot tangentially at the spline start/end. New VAMP calculation method can take UV islands into account. When Cinema 4D is started for the first time, the language of the operating system is now used.
    1 point
  5. Welcome to the Core ! That's a very interesting problem ! I have to go out now alas, but will give this some thought while I am away... CBR
    1 point
  6. What I think is the major unsung capability, which has been building over the last couple of versions, is the procedural power brought by nodes and capsules. Due to its nature it is not upfront, but the new workflow possibilities afforded by object manager stacking of capsules, and new nodal solutions, is pretty amazing. We need more sample files and tutorials to see this aspect brought forward.
    1 point
  7. In the group click on the left bar and create a new port. Then right click that port and choose Add Nested Port>Object Bundle>Geometry Then go to the resource editor, select the input port and set Scene Port Mode to Link. This creates a Link field on the group. This port will deliver the geometry of the linked object.
    1 point
  8. I'm kind of surprised that there still hasn't been anything done to Bodypaint. Maybe Maxon were intending on buying Substance to add to Maxon One before Adobe swooped in and picked them up 🤷‍♂️
    1 point
  9. Ah yes, sorry - should have said, my default renderer is RS, and I hadn't setup any render stuff with the example scene - it was only there to show you the techniques involved. You can fix the license thing by just switching to Standard or Physical render, and recreating the materials. As far as a modulating wave goes, yes we can definitely do that, but unsure if we can do so in the formula spline alone or if we need a slightly different setup. I'll have a think about that... CBR
    1 point
  10. You are wrong. This is not just the default renderer setting, but many of the small changes involved in establishing Redshift as the default renderer. First of all, export of Redshift materials to FBX, GLTF and USD formats, menu organization, etc. I am happy about the export of Redshift materials to GLTF. 🙂
    1 point
  11. Yep, we can sort that. 2 emitters, one emitting instances of spheres, cubes, or short cylinders, and the second, emitting fewer particles doing instances of a wiggly lines model you have knocked up using a Formula spline with these settings (tweak to taste) inside a sweep object. That'll give you these little puppies.... ...you can fly about from your second emitter. Destructor forces cull their progress, as we can see in the attached file... Wiggle Emitter.c4d CBR
    1 point
  12. Man that trash bag has ruined you life ! Isn't the Tools -> Axis -> Center Axis work ? If you have it under other parents/generators try unparenting it and then change the position of the Axis.
    1 point
  13. Yeah only Maxon can change a default or a menu and call it an upgrade. The editor speedup (thanks to deformers now being multithreaded) on the other hand is something that is sure to please everyone, and is the only new feature till now that intices me to use any version later than r21.
    1 point
  14. I think last year Maxon were adding quite a few features in the weeks and a few months right after the 2023 release, including Pyro. No guarantees obviously (it’s Maxon) but it seems a pretty good chance the same thing will happen here. Maybe the speed boost comes first, possibly some cool stuff to use it with comes after.
    1 point
  15. personally extremely happy with this realease. 2024 solves alot of genuine problems that users have been dealing with for a very long time. two of the most being, no proper vanilla vertex normal editing system, and viewport performance. now, maxon has finally added weighted normals and a vertex normal editing tool and has implemented it really well. we also now have a very impressive viewport speed that finally brings out the power of the new core. also, I didn't know that the deformers are multi-threaded now, which is also a huge performance improvement. pattern selection is a gigantic deal for modelers, and combines super well with the procedural modeling system that capsules provide. adding to that we now have a display of point indexes, which allows us to properly do procedural operations on specific areas of a model. in this regard we are getting much closer to houdini levels of procedural modeling. the continuous work being done for the simulation systems to be more unified is also excellent. Maxon are heading in the correct direction with Cinema4d and I am very happy to be a customer right now. Also, maxon support has been excellent, they have properly gotten back to me rergarding bugs and crashes and have helped me out. good job team and keep it up 👏 👏 👏 👏
    1 point
  16. Tools -> 'Replace with' is one of the most powerful functions. Change any part of your rig to a different object type, while preserving all connections, substitute a bunch of copies from an imported scene for render instances etc etc. Other one is 'Set Parent' & 'Unparent' instead of dragging & dropping in the hierarchy - move your animated objects to different places in your hierarchy with no hassle.
    1 point
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