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Popular Content
Showing content with the highest reputation since 04/03/2025 in Posts
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There are some very interesting new features. Particles have an extensive list of new functionalities from which the following stand out. The Field-driven density distribution of particles is highly appreciated along with in-built noise shaders for both distribution and emission. Density control shaders and Fields is something I've been asking for MoGraph for years. Finally it can be achieved through particles. Noise Sampling for Color and Data Mapper https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_01.mp4 https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_02.mp4 Neighbor Search algorithm for Flock, Predator Prey and Blending Similar to the geometry density coloring effect I've been asking. Some Scene Node Capsules are now directly available with other primitives from drop-down menus. This was something I was actively arguing about from early versions of Scene Nodes as it was a closely UX-related issue. Things were pointing to parallel ecosystems of the same tools being developed under the same application or tools that were not that easily accessible that would inevitably lead to confusion or frustration among new and old users. It wasn't too long ago you could finally make capsules accessible from custom pallets but that required from users to know how to do that and as SceneNodes was so actively characterized as experimental or system for advanced users, people would prefer staying away from it missing some key features that were not that hard to use after all. Personally I extend my custom Layout with capsules supported by the OM every new version. Now the Line Spline is available along with the Break Spline, Branch Spline (which is an easier MoSpline Turtle), Catenary Spline, Dash Spline, Electric Spline, Partition and Pulse Spline. What I don't know is if they re-developed those tools in C++ or if they are just links to the node implementation with modernized icons to fit with the rest of UI. Well, there are still some argument about what should be characterized as a Generator what as a Modifier and what as a Deformer... For example the Branch Spline is more fitted to the Generators club as it does create additional splines on top of the original but I guess they run out of ideas on how to represent it with a new icon to avoid confusion with the MoSpline... Which leads to other old arrangement arguments like why don't we just have new features part of older tools as modes... For example the Branch Spline as Mode of the MoSpline... Break, Dash, Partition and Pulse modes of a single spline deformer/modifier or Wrap, Shrink Wrap and Spherify as modes of a single deformer... Looking forward to seeing all distribution nodes as modes in the Cloner and Blue Noise as a mode of the Push Apart Effector. New mode for the Look at Camera expression I always thought this to be an old remnant from earlier C4D versions... I never used it because I achieved the exact same effect using the Target tag... I still don't know what the difference between them is... Some unfortunate translation issues: Weird title, not available in English (fixed the next day) https://help.maxon.net/c4d/en-us/Default.htm#html/OFPBLEND-FP_BLEND_OBJECT_OUTPUT.html MAXON ONE capsules are not documented... Bad marketing as other users don't know what they are missing Things that we saw in the teaser video but they are not documented (yet) Constellation Generator (Plexus effect) Liquid Simulator (yeah... the thing that should be teased the most was not)4 points
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Hey Jeff - Maxon is recording the NAB presentations and plans to post them 1-2 weeks after the show.2 points
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There are, if we look carefully, a number of things subtly wrong with the settings in this scene. As HP predicts above, Render Perfect on the sphere is one of them, and fixes the effect of collision deformer not showing in render if we turn that off. Next we had some suspect settings in the sweep object (parallel movement should be off, Banking should be ON, and End Rotation should be 0 degrees), which fixes the twist in your path spline over the indent, and restores it to correct, contiguous circular form all the way along its length... The mode of the Collision Deformer should be Outside (volume) and the capsule should ideally not be a child of it, though it doesn't particularly matter in this scene. Likewise object order in the OM could be better bearing in mind that Cinema scans downwards through it from the top. Below is more ideal I would say, and general good practice. Next, the curvature in your path spline within the sweep isn't quite matching the curve of the indent in the sphere, resulting in some unevenness in that area. This can be fixed by getting a new path spline for the sweep, which we get by doing Current State to Object on the main sphere (once collided) and then Edge to spline on the centre edge loop of that, but first we have to fix the collision object, which should also ideally be a sphere so that we can choose Hexa type and thereby avoid the complex pole on the end of the capsule it replaces, which was previously confusing the collision deformer, and producing some wanky / uneven collision vertices in the main sphere at the apex of the collision point, which would obviously effect any spline you subsequently derived from it. In my version I wanted a better, higher resolution sphere, but not one that caused the collision deformer any extra work, so changed the type of that sphere to Hexa as well, which then necessitated addition of a Spherify deformer before the Collision Deformer (because hexaspheres are not mathematically spherical out of the gate). And then lastly that went under SDS to give us improved resolution, and my Current State to Object was performed on the SDS instead of the sphere itself, for maximum spline matching. Anyway, I have fixed all that in the scene attached below... groove-on-sphere CBR Fix.c4d CBR2 points
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The Classic - Carpet roll! 120_Carpet_Roll(MG+XP).c4d1 point
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If I were in this situation, I would disconnect my machine from the internet (kill wifi, pull ethernet), because then theres a good chance it will simply timeout after 30 seconds.1 point
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I haven't watched the series yet myself, but that title sequence is wonderful. And the music is as harmonically interesting as the visuals and techniques are to us CG guys. Perfect alternating consonance and dissonance. For those of you who have an interest in such things, here's Charles Cornell to explain why that's also great ! CBR1 point
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I started in on the OpenPBR material with the new Redshift. I was surprised to see it in there till I saw that Autodesk also included it in Arnold this last release as well. The future is now... OpenPBR. Saul Espinosa says it's the only shader he uses now (RS + Houdini). Subsequently, I just sent a ticket to maxon to have it included in the default material dropdown.1 point
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Maxon Unveils Game-Changing Cinema 4D 2025 Update: Enhanced Modeling, Texturing, and Scene Nodes March 31, 2025 – Los Angeles, CA – Maxon has officially announced the highly anticipated Cinema 4D 2025.1.4 update, promising groundbreaking new features that will redefine the 3D animation and motion graphics industry. This latest iteration of Cinema 4D introduces significant improvements to modeling, texturing, Scene Nodes, and animation workflows, ensuring a more seamless experience for artists. Official Statement from Maxon’s CEO “Cinema 4D 2025.1.4 is not just an update—it’s a revolution. We’ve listened to our users and implemented features that streamline workflows, accelerate creativity, and push the boundaries of what’s possible in 3D design. Our latest enhancements to modeling, texturing, and Scene Nodes will empower artists like never before.” — David McGavran, CEO of Maxon Key Features of Cinema 4D 2025.1.4: 🔹 Enhanced Parametric Modeling Tools – New and improved parametric objects offer greater control, including advanced spline editing and interactive beveling. 🔹 Advanced Scene Nodes 2.0 – A major update to Scene Nodes introduces a more intuitive interface, expanded procedural modeling options, and real-time performance boosts. 🔹 Improved UV Packing and Unwrapping – A completely reworked UV workflow includes automated packing, distortion minimization, and island grouping for better texturing efficiency. 🔹 Neural Render Engine (NRE) – Cinema 4D now features an AI-powered render engine that reduces render times by up to 90% while maintaining photorealistic quality. 🔹 Real-Time Path Tracing – A fully integrated real-time path tracer allows users to see near-final renders directly in the viewport. 🔹 Auto-Rigging AI – Character animation just got easier with an intelligent rigging system that auto-detects joints and optimizes weights instantly. 🔹 HoloC4D VR Integration – For the first time, users can sculpt, animate, and render in a fully immersive VR environment. 🔹 Redshift Cloud Render – A new cloud-based rendering system allows users to offload heavy render jobs and access high-performance GPU farms directly from Cinema 4D. 🔹 Deepfake MoGraph Generator – A new AI-assisted tool that generates realistic face animations from a single image input. 🔹 AI-Assisted Material Suggestion – The new AI-driven material engine suggests realistic textures and shader settings based on your scene context. Spline SDF Smooh blending of 2D splines. Outline Capsule Unlimited number of oulines with the new Outline Node and capsule Chamferer The new Chamferer generator brings non-destructive, parametric editing on individual spline control points Field Distribution Cloner Mode Fields can now be used to place children instances by mapping the hierarchy of the children to the intensity of the field. Release Date and Availability Cinema 4D 2025.1.4 will roll out as a free update for all Maxon One subscribers starting April 1, 2025. Perpetual license holders will have the option to upgrade at a discounted rate. For more details, visit www.maxon.net. Exclusive Interview with Maxon’s CEO, David McGavran Q: What was the main focus for Cinema 4D 2025.1.4? David McGavran: “Our primary goal was to refine and enhance the tools that artists use daily. We wanted to create a more intuitive and efficient experience, whether it's through procedural modeling, advanced texturing, or improved rendering. The new Scene Nodes 2.0 is a huge leap forward, allowing artists to build complex structures with ease.” Q: How does this update compare to previous ones? David McGavran: “While every update brings innovations, this one focuses on practical enhancements that improve workflow speed and creative flexibility. We've also made significant improvements to UV workflows, Boolean modeling, and dynamic simulations based on user feedback.” Q: Can you give us a sneak peek into the future of Cinema 4D? David McGavran: “Absolutely. We are already developing features for Cinema 4D 2026 that will push procedural modeling even further. Expect deeper Redshift integration, better scene organization tools, and an overhaul of particle simulations. We're also exploring more real-time collaboration features to make remote workflows even smoother.”1 point
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CORE4D has got a great beginning series: My Scene Nodes 101 series isn't exhaustive but has some simpler examples: For more advanced training, Dominik Ruckli has some great videos: Dominik Ruckli - YouTube Additionally - once you've got a handle on Scene Nodes data structures and beginning/intermediate setups, you can generally follow along with Houdini / Geo Nodes tutorials. For those, it is hard to do better than Entagma: Entagma - YouTube1 point
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Jut after a few minutes of testing and a few crashes, I think OpenPBR shader doesn't work with Material translation (Viewport/Export) Baking enabled. I was reworking nodes and it kept crashing. I turned it back to Draft and so far no crashes.0 points