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  1. Hrvoje

    Hrvoje

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    Jeff H1

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Popular Content

Showing content with the highest reputation on 08/02/2024 in all areas

  1. The product quality Maxon is currently offering compared to available alternatives doesn't make any sense for them to be asking for more money tbh. instead they should reduce rental cost. A typical rise and fall timeline. Un-Maxonfy your assets and processes before it's too late 😄
    1 point
  2. No they got rid of the C4D only version (which had the RS CPU). As it stands for about 2-3 years they were hiding the C4D only one as you had to click on the C4D + RS bundle to then see an alternative version of C4D only. It was only a matter of time before they canceled it.
    1 point
  3. WTF Maxon? This is insane. I don't want redshift, it's such a laggy mess. How do You plan to compete with free software that is now superior in most areas with the price hike like this? C4D is lacking in almost every area, there is not even a built in fast rasterisation renderer, nodes are barely usable and not compatible with most of the software functionality. Dynamics and particles live in a different hardware areas and are virtually not compatible with each other. The core rewrite stuck in a limbo. How do You think this will end for you? The only thing that prevents my studio from migrating to Blender is object manager's simplicity. How do you think this will unfold when Blender fixes it's UX? Half of our 3D stuff is Blender native. None new employees with c4d skills. This ex Adobe guy ruined the future of this software.
    1 point
  4. You can use redshift for that, but it is quite depressing that the answer for problems in C4D is blender, for most people.
    1 point
  5. Vertex map to define clone density on surface 231_Clone_map_density.c4d
    1 point
  6. You can do it even easier, if you convert a vector into a float, by connecting a vector port into a float port, you will get the length of the vector as a result.
    1 point
  7. @LLS It is just a loop in which you can update variables in each iteration. In python it would look somthing like this: # Initialize your vectors and array. This is the equivalent of creating the initial ports on the outside of the Loop Carried Value and feeding them with initial values. start = c4d.Vector(1, 2, 3) end = c4d.Vector(4, 5, 6) hit_points = [] # Specify the range for your loop. In Scene Nodes the loop range is defined by the Range Node outside of the Loop Carried Value. In this setup it controls how many bounces are being created. for i in range(10): # This is the inside of the loop where you do your thing and then update your variables based on some logic. This will happen in each iteration. start = end end = start + c4d.Vector(i, i, i) # If you need all of the inbetween results later in the node graph you can store them in an Array by appending them in every iteration. array_of_vectors.append(end) #Now the range / loop is done and we are leaving it's scope. If you access the variables now you'll get the state of the last iteration for start and end and an array of all the iteration states for hit_points. Hope that helps.
    1 point
  8. Here is some chain stuff - use distribution controls to control the chain 🙂 218_Chain.c4d
    1 point
  9. also appears no more C4D only version, which effectively cuts out people using Octane, Corona, Vray or Arnold . They'll have to pay more just to use C4D with their chosen renderer. Making its rounds on Reddit. Needless to say, this is going over well like a balloon with bad dynamics.
    0 points
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