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Showing content with the highest reputation on 09/23/2023 in all areas

  1. As a personal side project to provide more information on Scene Nodes to everyone interested i started a small page. https://nodebase.info Feel free to request topics that should be covered
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  2. Not for the faint of heart, something on Array Collections. https://nodebase.info/example/working-with-arrays-part-4/
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  3. The list is getting longer, a lot of stuff regarding arrays was added. Have fun.
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  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.
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  5. nice, thanks for this 🙂 my biggest suggestion right now to anybody that understands scene nodes, is to teach it in a very fundamental way, just like a really good book on a programming language. I know how to code, but I just don't know the equivalent of certain things in scene nodes. For eg. - how do i make a for loop? - how to make an array? - how to do conditionals? - what are my datatypes and how to use them? - how to use vectors and matrices - how to do vector math in scene nodes in general. we need a complete front to back explanation of all of these with examples and excercises that we can do. right now most of the teaching methods have been more like 'how to make a cloner', and 'look at some example nodes'. but it should be more like, 'lets learn what these nodes are, now heres some examples of what you can do with them, and here are some excercies for you' this way, it would be beneficial to people of all levels 🙂
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