Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 04/18/2024 in Posts

  1. Dear members In December, we are planning to remove ads permanently. We all know and understand how annoying they are but they helped us run the forums : ) Now we are in position to remove them for registered members and improve browing experience. This is made possible by contribution from a member which wants to remain anonymous and we wanted to say thank you to this person publicly
    10 points
  2. I've been wanting to do some 'space' scenes for a while but tools to create star fields, planets, nebulae, etc. either don't exist or (if they do) are commercial plugins. So I decided to write my own. I've got several in the works but the first is now available - a shader for creating background star fields called 'StarScape'. Rather than post multiple sample renders here, you can see a few on my site at https://microbion.co.uk/html/starscape.htm I'm no artist, so I'm certain many people will be able to do a lot better than that 😀. It's completely free, has a full manual and is available for C4D 2024 (Windows and macOS) and 2025 (Windows only). I'll upload the 2024 version to the Downloads section here or you can get it from my site at the above link. Steve
    8 points
  3. Hello everyone I am happy to announce that of Decemeber 1.st adsense will be removed. This will make the forum browsing experience become much nicer Thank you!
    6 points
  4. Hello. My first personal anim that I've actually had time to finish. 🙂 Very short, very simple. Started as a fun particles study. More info under the video on YT or my Behance. ( Behance) All the work done in C4D+RS. Xparticles for the web stuff. Comp in Fusion, edit, grade and sound in DaVinci. Oh and the model of the doors/frame modelled in c4d, textured in Quixel Mixer... That was a first. Good tool but for simple work. Aspect ratio 4:3 to frame it that exact way. Any other ratio just didn't work for me. Also i would have to create a lot more stuff of screen I'll drop few more anims in a while. just need to tidy them up. 'End credits' if you can call it like that was my first ever attempt on more creative title/text creation. Designing that kind of stuff is not my thing. Same goes for sounds fx. But i did enjoy creating both I would love to hear some thoughts about it. I know there isn't much too it but feedback is always useful. Thank for watching. Quick breakdowns: The splitting/ghosting effect was a 'creative' fix for a mismatching renders... It was easier than to rerender. And it adds a bit to the story.
    6 points
  5. I would like to present you totally new way to create sky lighting mainly for arch-viz exterior usage but it is good for interiors too because it has some specific options. Advanced Sky for Cinema 4D : Cloudy sky simulation with soft transition from clear to cloudy sky included all three PRG, Hosek Wilkie and Preetham models Sun height, Sky rotation with individual HDRI map rotation connected to global Sky horizontal rotation Many options to change color of Sky models and HDRI maps like temperature, tint, saturation, exposure, hue... Individual control for Sun parameters Ground diffusion light which can improve brightness of polygons that are towards ground with included GI ( so it looks real not flat ) Horizon maps with included alpha - they can be scaled, moved with repeating effect Special ground plane for HDRI maps which doesn't have included ground - fully customizable PRG light color compensation to looks the same as Hosek-Wilkie HDRI's mixing - you can mix two HDR maps using different options for them ! Camera Exposure and White Point was additionally added to have better control on scene colors. HDRI reflection only object for creating custom reflections. It can be scaled by different ways and customized with color corrections. Tinting for all HDRI maps is now available. It fully works with other color corrections. D65 color correction as option was added to all HDRI maps. This is workaround for C4D issue while using ACEScg color space - HDRI maps looks wrong by default. Special Horizon reflection only map with cast shadow option. Advanced tabs for controlling Reflection and GI impact. Reset color option for individual Ground and Tint corrections. Extended parameters which works above original 100% to create specific effects like saturation, color corrections. Available : https://archviz4d.gumroad.com/l/pdmwo Self-explanation manual :
    5 points
  6. New Tutorial: And a demo project file: stylized-wooden-ladder_vD01.c4d
    5 points
  7. Merry and peaceful Christmas! 🙂 C4D+Pyro+XParticle
    5 points
  8. The new update came out a few hours ago ... I was getting anxious about when that would come out as I had unavoidable delays with my next feature suggestions list... It's quite a big update ! Lots of things to explore. I'm still waiting for Rocket Lasso to air something so I can understand what those "user-defined particle properties" are... Full feature list: https://help.maxon.net/c4d/en-us/Default.htm#html/33010.html?TocPath=_____3 Rest of MAXON ONE showcase: Soon a new Ask the Trainer will air. It is titled special so I guess it will be about 2025.1
    5 points
  9. I would like to present advanced Sky-Rig system for Cinema 4D. Octane and Redshift versions. Using this rig you can have possibility to change every parameters of Sky, Horizon and HDRI map as you like with some special features : - Cloudy sky simulation with soft transition from clear to cloudy sky included special Custom model - Two Sky models included - Custom, Hosek & Wilkie - Sun height, Sky rotation with individual HDRI map rotation connected to global Sky horizontal rotation - Many options to change color of Sky models and HDRI maps like temperature, saturation, exposure, gamma - Disconnected Sky power from Sun Power - fell free to change them individually - Individual color controls for Sun and Sky parameters - Support for Horizon Line maps with included alpha - they can be scaled, moved with repeating effect - Virtual ground plane for HDRI maps which doesn't have included ground that works like backlight - fully customizable - Reflection only HDRI and 8-bit spherical map support - Two HDRI maps for fast switching and comparison - Camera white point included - Reset to default buttons Redshift : Available on Gumroad : Octane : https://archviz4d.gumroad.com/l/yqfoj Redshift : https://archviz4d.gumroad.com/l/pdmwo
    5 points
  10. This nice little helper plugin creates brick wall and offer various parameters to control the final look. Single object is created with selections for brick and grout available. Here is a short video of it in action Find the plugin in store: https://www.core4d.com/ipb/store/product/50-brick-wall/ To install simply import it into content browser Requirements: Cinema version 2025+ is required
    5 points
  11. Figured I haven't posted any recent work here for a while so here's a few of my better recent videos. The ones at the top are more fun as we've been given more freedom creatively to do what we think is best rather than taking orders from the suits with excel spreadsheets. All productions are 4-7 days of work. c4d 2024, octane 2023, rendering on 10x geforce 4090 cards. Not much in terms of post work, we tend to get it 95% there in-render, mostly just brightness, contrast and saturation changes. Plus a few lens flares on the top video.
    5 points
  12. Applause from the gallery 🙂 CBR
    5 points
  13. Another day, another setup inspired by a C4D thread. Here's a basic umbrella rig using KineFX, with a very basic IK chain driving the thing. houdini_qO0fR14w27.mp4 KineFX_Umbrella_Setup.hiplc
    5 points
  14. Here is a free node which interprets particle data. This means you can import particle attributes into Neutron graph by particle group and do what you want with it : ) 228_Neutron_Particle_Import.c4d
    5 points
  15. 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
  16. 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.”
    4 points
  17. New around here and back in C4D land after a VERY long break. I was an avid Modo user and also I'm a former Foundry employee from back around the time of the acquisition 😅 although I was a designer, not a product manager but I do still have a bunch of friends there and sadly when development stopped, some of my friends got laid off. The TL;DR of why modo probably isn't around is its small foothold in professional markets. It's the best modeller out there, nothing else even comes close. There's one or two people in most VFX studios and they're generally very happy and very productive. But Modo in its early days had a huge number of hobbyist users. Post buyout, they started leaving in droves, in part initially due to the Foundry wanting to push it further into VFX (Which didn't work) and then they pivoted to a number of product design contracts and focused a lot of development there. The hobbyists initially frustrated and then priced out, they left mostly for blender. A lot of professional users stuck around, but those relationships often became more strained over time. Modo was never the most stable application and it's had a rocky history with stability depending on release. Some might bring some awesome features, but it also might crash 10 times a day. A lot of them left too. In terms of features though, there's a lot of incorrect info out there about Modo - it had a rep for only being a modeller, which just wasn't true, it had a bunch of awesome features: Dynamics, some pretty decent mograph/replication tools, sculpting and painting (About on par with boy paint FWIW), a kickass (But CPU only) renderer, super intuitive material workflow, some fairly decent animation tools and some crazy customisation capabilities. But it was very much a jack of all trades and none of those aspects were strong enough compared to the modelling. It was either "it only does modelling right?" or "Every feature apart from modelling sucked" the truth as always was somewhere in the middle. It covered a lot of the same ground as Blender, with a lot of the same weaknesses - it just cost much more 😂 I imagine unless you were a serious modeller and super committed it became a very hard sell. I've now made the decision to move the bulk of my work back to C4D, as I'm not a huge fan of Blender and hate Autodesk with a passion. I've always had a soft spot for C4D and it was my main package for about 5 years before Modo. I'm not a super serious modeller and most of what I do is product shots and mograph adjacent things. I'll still be doing my modelling in Modo for the foreseeable though, they've issued a 10 year EOL license that anyone can get ahold of. My commercial license runs out next month. ...that was quite a long TLDR, but someone might find it interesting IDK.
    4 points
  18. ok, main thing here is that sometimes too much detail is a bad thing. Your displacement map is a 2000x4000 image which is fine, but youve told octane's displacement to use a resolution of 8000x8000. This means the displacement is going to start showing the lower resolution of the image in the geometry. Lower the resolution of the displacement to 4k or 2k, then on top of that add in 2-3 pixels of gaussian blur below to give it a little more chance at being smooth. Next you can bump up the AA filter size a little. The default is 1.2 pixels wide, youll be fine with 1.3 or 1.4 Then I actually lowered the reflection depth down from 32 to I think about 10. Your letters are reflecting each other, making reflections of reflections. This wouldnt be so bad, but... ... your glass is too perfect. With 0% roughness you dont have glass, you have the most pristine diamond in the world. Ive taken the greyscale displacement map and piped it into the roughness of the glass, this way only the lettering will get a slightly rougher/softer finish. Its then dialled way back by setting the mix value of the roughness channel to 0.02 so it only affects it very slightly. This gets me from here to here
    4 points
  19. Dear members We are happy to announce brand new Youtube channel with focus on C4D node system. In our research we realized that training content for nodes is very sparse and lacking in quality and depth. We already have two lessons available which will be part of ongoing series. Humble request from our side is that, even if you are not into nodes, please subscribe in order that the channel grows which will enable us to monetize it down the road. On longer timeline this can enable us to reduce the subscription period or even remove it alltogether and open up forum for many more artists. https://www.youtube.com/@CORE4D Thank you and enjoy the content! P.S. Any member willing to contribute to the channel is more than welcome - drop us a message : )
    4 points
  20. One thing that irks me with every simulation tech I have used so far: Most of the time I want to emulate the movement of something from the real world, as closely as I can. And most of the time it's endless fiddling with somewhat abstract parameters to achieve the realistic movement I know from the physical object. It really should be the other way around. Let me make my object, define it's size and weight and then let me choose from fine-tuned, well-tested presets. That's water! Or milk. Or sand. And then offer an advanced mode where I can fiddle around with advection and all the stuff 'under the hood'. But really, let me express my artistic vision through my everyday-knowledge of the real world. I don't want to study particle physics for any simple sim I do.
    4 points
  21. Absolutely, and to you my friend and from me to you all 🙂 🤪✨ I know I post this every year, but never stops being funny. CBR
    4 points
  22. Time to revive this thread, here is a fun one 🙂 12_Butterfly.c4d
    4 points
  23. Dear members Adsense is gone now. This should vastly improve browsing experience. Please let us know if you notice some remnants so we can act on it. Big thanks to all subscribers and contributors, this would not be possible without you ❤️
    4 points
  24. 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 - YouTube
    4 points
  25. Hi, I'm an old core4d user but I've never posted anything before, I'll introduce myself here and apologize for my bad English. My name is Gianluca (Abetred) I am present on other platforms and I consider myself a problem solver and an experimenter in the fields of 4D cinema, xpresso, thinking particles and python. I have an unhealthy passion for particle systems and related systems. I would like to introduce you to some experimental projects that I have been carrying out for some time to force the use of CUDA acceleration to manage intensive computational calculations, usually entrusted to the CPU through third-party libraries. I would like to point out that the tests refer to pure python code and only accelerate the datasets passed to the cuda function, the python code remains single core and unfortunately has its limits. The first project (test) is the 3d flocking of TP interactive entities and the attached video is not the final result (which has much better performance) but an intermediate point. Flocking simulation parameters: Separation: Boids avoid mutual collisions by maintaining a pre-established minimum distance. Alignment: Boids tend to match the speed and direction of their neighbors. Cohesion: Boids cluster toward their group's center of mass. Boundaries: Boids remain within the simulation domain with natural behavior. Speed Limits: Speed is limited within a preset range for realistic movement. Prey: Boids can track moving targets relative to distance. Obstacles: Boids interact with obstacles in a realistic way. All parameters are adjusted by response factors to recreate a smooth reaction. Further implementations are possible, such as the tracking ray of complex obstacles which consists in predicting the most reliable escape route while avoiding collisions, the direction of travel which maintains an axis of rotation in the direction of acceleration and the arc of vision which limits the interactions only with visible boids within a circle section, for greater realism of the simulation. The second test is developed around a surface of points simulating a moving fluid... Some significant data on the scene: - The "liquid surface" is a mesh composed of 40,400 points, without faces or segments. - The spoon interacts with the surface through a selection of about 600 vertices (but there could be arbitrarily many more without excessively burden on performance). - The VertexMap is generated for visual feedback only; the actual calculation is handled internally by the code. The code is executed in real time by a Python Generator and is responsible for managing the interaction between the two objects, calculating the effect of the waves in the fluid, calculating the positioning of the points. This test is also in the full experimental phase. I point out that in the following video the cuda acceleration refers to the first part of the video, the one indicated as "raw simulation" and that already applying the data to the vertexmap slows down performance because it is managed by the CPU. But let's go further... The revolution is evident not only for the simulation in viewport. The real advantage lies in the construction of the cache (I'll give the example with the alembic export or a trivial writing of the dataset in a file), which is also calculated by the GPU resulting in a real time saver. Thanks for your attention, I will try to keep this topic updated...
    4 points
  26. Hi CG-fans! Nice of you to drop by and check out my little corner where I would like to present my handmade texture collections. https://mlon.gumroad.com/ No shameless self-promotion whatsoever here! 🙂 This started out as a free-time fun project where I made photos of my surroundings and created textures from them that I gave away reaaally long ago on Cg Channel and Lightwave forums. Then I thought of creating a few new packs because I like doing it and see if I can sell them to likeminded people who could use them in their projects. I am mostly focused on archviz and have worked on several tv-series, animations and movies. So, here I am selling you my stuff! 🙂 Each material has a C4D scene and rendered with Corona. This is my first Gumroad page and am not even sure it works. We'll see if I have set it up properly, haha! Anyway, if you have suggestions, problems or tips then don't hesitate and let me know. Oh and if you buy 2 packs you get the third for free. Just shoot me a mail with the ones you bought and I will send you the third one. Thanks! Cheers, mlon
    4 points
  27. Obviously biased here but C4D is quite a package at the moment 🙂 Regarding Modo, abandoning such a large code base must have been difficult decision. There must be a lot of tech that will be extracted and placed elsewhere. There is also a remote possibility, pure speculation of course, to create new3D package.
    4 points
  28. Despite the fact about the constant whining on the forums about C4D and that it was considered an amateur tool a decade ago it has now outlived a good number of competitors.
    4 points
  29. Yes indeed, I am also thinking about GeoJSON support and load from OpenStreetMap, but the way the road are designed is different. However, there is a new big update with the support of median stripe (not sure about the translation) : - Median - Better performance - Undo / Redo - New bike texture https://code.vonc.fr/pathphalt You can try this configuration : {"roads":[{"prio":1,"curve":"centripetal","sub":40,"shear":0,"tex":"wear2","texL":"","texR":"","lineOnly":false,"points":[{"id":0,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":-100,"y":0,"z":0}},{"id":1,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":0,"y":0,"z":0}},{"id":2,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":100,"y":0,"z":0}}],"modLignes":[{"id":0,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":39.396875316,"y":0,"z":-15}},{"id":1,"tex":"empty","width":3,"offset":0,"shear":0,"side":"droite","color":"#ffffff","pos":{"x":38.086987303,"y":0,"z":15}},{"id":2,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-62.123474544,"y":0,"z":-15}},{"id":3,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-67.302948819,"y":0,"z":15}},{"id":4,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-30.103290328,"y":0,"z":15}},{"id":5,"tex":"stop","width":4,"offset":-9,"shear":0,"side":"droite","color":"#ffffff","pos":{"x":27.00899457,"y":0,"z":15}}]},{"prio":1,"curve":"centripetal","sub":40,"shear":0,"tex":"wear2","texL":"","texR":"","lineOnly":false,"points":[{"id":3,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":20,"y":0,"z":-100}},{"id":4,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":20,"y":0,"z":0}},{"id":5,"prio":1,"width":30,"wLine":5,"texL":"","texR":"","pos":{"x":20,"y":0,"z":100}}],"modLignes":[{"id":6,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":35,"y":0,"z":-17.837263259}},{"id":7,"tex":"empty","width":3,"offset":0,"shear":0,"side":"gauche","color":"#ffffff","pos":{"x":35,"y":0,"z":24.403466582}},{"id":8,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":5,"y":0,"z":-59.900413914}},{"id":9,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":5,"y":0,"z":31.585357038}}]},{"prio":1,"curve":"centripetal","sub":40,"shear":0,"tex":"bike","texL":"","texR":"","lineOnly":false,"points":[{"id":6,"prio":1,"width":10,"wLine":5,"texL":"","texR":"","pos":{"x":-70.627555784,"y":0,"z":51.190721316}},{"id":7,"prio":1,"width":10,"wLine":5,"texL":"","texR":"","pos":{"x":-13.172042513,"y":0,"z":-35.25534822}},{"id":8,"prio":1,"width":10,"wLine":5,"texL":"","texR":"","pos":{"x":84.80652565,"y":0,"z":-76.60485278}}],"modLignes":[{"id":10,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-4.494001118,"y":0,"z":-35.631325338}},{"id":11,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-13.691259738,"y":0,"z":-41.16251629}},{"id":12,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":-52.492035814,"y":0,"z":26.206269416}},{"id":13,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-62.304384741,"y":0,"z":23.369488233}},{"id":14,"tex":"yield","width":3,"offset":-2,"shear":-1,"side":"droite","color":"#ffffff","pos":{"x":-33.318294531,"y":0,"z":-5.56126942}},{"id":15,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":-43.506444211,"y":0,"z":-8.426703539}},{"id":16,"tex":"empty","width":"3","offset":"0","shear":"0","side":"droite","color":"#ffffff","pos":{"x":40.084634038,"y":0,"z":-57.833407636}},{"id":17,"tex":"empty","width":"3","offset":"0","shear":"0","side":"gauche","color":"#ffffff","pos":{"x":39.832640212,"y":0,"z":-68.339736675}},{"id":18,"tex":"yield","width":3,"offset":-2,"shear":1,"side":"droite","color":"#ffffff","pos":{"x":13.538677417,"y":0,"z":-46.528428659}}]}],"modSols":[{"id":19,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":60.003474111,"y":-0.1,"z":-33.761216957}},{"id":20,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBorder","lineTex":"lineUsed","lineCol":"#fbe01c","lineW":3,"lineOff":-1,"pos":{"x":60.284636448,"y":-0.1,"z":25.249393975}},{"id":21,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":42.885203556,"y":-0.1,"z":-82.208960311}},{"id":22,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel2","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-18.403487882,"y":-0.1,"z":-56.121304811}},{"id":23,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel2","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-0.159001486,"y":-0.1,"z":-24.258869672}},{"id":24,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-77.120233245,"y":-0.1,"z":25.41978791}},{"id":25,"tex":"asphalt","color":"#ffffff","rot":"0","fill":"medianBevel","lineTex":"lineUsed","lineCol":"#ffffff","lineW":3,"lineOff":-1,"pos":{"x":-16.930274425,"y":-0.1,"z":31.746082441}},{"id":26,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":-23.515035174,"y":-0.1,"z":-26.680503951}},{"id":27,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":18.996212676,"y":-0.1,"z":-54.284936783}},{"id":28,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":46.37003041,"y":-0.1,"z":-65.996907718}},{"id":29,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":-45.21484908,"y":-0.1,"z":-1.738057586}},{"id":30,"tex":"plain","color":"#2687fd","rot":"0","fill":"","lineTex":"","lineCol":"#ffffff","lineW":3,"lineOff":0,"pos":{"x":-59.130172915,"y":-0.1,"z":28.602254614}}],"markings":[],"background":{"x":0,"z":0,"sx":1,"sy":1,"rot":0}}
    4 points
  30. They should make it so even Maxon One subscribers have to pay additional to get them - call it Maxon One Pro Plus Ultimate - so the number of people globally who get to check them out is less than 50.
    4 points
  31. I do wonder how many of these crashes people complain about are just the current realities of gpu based render engines all being less stable than their cpu counterparts due to endlessly changing gpu drivers. How much is c4d itself being unstable vs redshift being the new standard render engine. 99% of my crashes are octane. Even if redshift is a fraction of that, it could still be the main reason,
    4 points
  32. That is not entirely accurate. 3ds max is the worst example you can bring for the 3d app table to discuss, and i know that for a fact, since i used to work with it and my company still uses it to render unfortunatelly. In short, 3ds max is one of the most overpriced apps in the world for studios (big or small) that cannot use indie licenses such as mine. its around 2.5 k almost per year and that is only the software. Then you must start filling it with other plugins to make it usefull, starting with its most popular renderer vray or corona wich is paid separately. Almost no one uses arnold in 3ds max wich is the actuall inbuilt renderer (although its a good one). But it doesnt end here. In studios like mine we also pay for Forest tools (plugin), Tyflow (plugin) and a bunch of other plugins to solve basic stuff like take system and such. In the end the money you spend in 3ds max is a small fortune and c4d is still better for charater animation, motion, and a lot of other stuff. I believe 3ds max is still popular because of its legacy, a large user base and the connection with the arch viz business. But i agree with you when it comes to Maxon policies of making us pay for stuff we dont use. I really dont need nothing else but the c4d app. Heck, i eaven dont need RS altought i like to use it. So the best they can do is to give users the power of choice. In studios like mine c4d is used to as part of a pipeline along with houdini and 3ds max. I dont need an extremely expensive software with things i'll never use. cheers
    4 points
  33. 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.
    4 points
  34. From an email: Improved Texture Standards Our textures are higher quality than they were 9 years ago, but our format changes have lead to an inconsistent user experience. So to increase consistency, we’re announcing new texture standards: a framework that sets expectations for what you’ll get when you download textures. In a nutshell, here's the main changes: Defined PBR Maps: A predictable set of deliverables: Base Color, Roughness, Normal, Displacement, Ambient Occlusion, Metallic and a new ORM map for realtime. Improved Filenames: All files are named with the new structure of: Poliigon_DescriptiveName_AssetIDNumber_MapName (no more confusing _metalness at the end of every file!) More Resolutions: 8K-1K for large, 8K-.256 for small. Set Physical Sizes: All surfaces are 2.5x2.5m (large surfaces) or 30x30cm (small surfaces) Material X - An interoperable industry compatible .mtlx file that can be natively imported into multiple softwares. From today all new textures will meet these new standards, including the latest batch of 13. Our goal is to remaster the entire texture library to these standards by the end of 2025. In certain circumstances, a texture may be unpublished if the source material is too old, but access for all previous purchasers will remain. https://www.blog.poliigon.com/blog/2024-texture-standards I don't know of any other 3rd party sites actively starting to support Material X, not to mention refreshing their texture libraries from last gen textures. It looks like a first batch of updated materials on their site supports Material X download, for DCCs actively supporting Material X integration.
    4 points
  35. Folks, we have new July release - 2024.5 https://www.maxon.net/en/article/maxon-one-july-release-includes-a-variety-of-beneficial-feature-updates New Features Modeling Split Command defaults to not keeping polygons in the source object Simulation Improvements towards auto generated connectors Translations of parent Connectors are applied in the local space Pin connectors inherit the orientations of the Rigid Body Gathering Connectors in a Null object and moving without affecting relative position Connectors now support Colliders simulation type Connectors support for Spring and Motor Object Spatial sampling location when using MoGraph tags now follow the movement of the connectors The default orientation of Ragdoll changed where the cone points vertically Volume Grid list inside of a volume fieldlayer to choose which grids to sample Particles Cloners and Arrays support Basic Particle Emitters and Forces Collider Modifier has an “iteration” parameter Surface Attractor splits out the strength parameters to Attract Strength and Follow Strength Surface Attractor adds a slider to impact the Object Velocity Strength influence on particles Field Sampling Variance parameter in particle simulation settings Particle Group and External Cache export and import scale support Reproduce Emitter colour options match the options in other Emitters types Math modifier input value field shows Degree units for operations Sin, Cos, Positive Sin, Positive Cos, in Constant source Mode Redshift When Redshift is enabled, Redshift Camera is created when using: Motion Tracking Camera Calibrator Camera Morph Camera Crane Motion Camera Exchange Alembic Points object can be imported as a Particle Group Options added to use custom Alembic export settings for the baking. Scene Nodes Split Node - Based on the Split Command Disconnect Node - Procedural version of the Disconnect command Align Nodes in the Nodes Editor Outline Spline Node - allows artists to procedurally stroke or offset splines Points Modifier - allows artists to use simple node networks to easily make your own modifiers/deformers General Improvements Undo History now accessible within the File Menu For Nodes people or ones that want to try, there is a Points modifier which is really great 🙂
    4 points
  36. Not to be confused with your regular domesticated animal.
    4 points
  37. Houdini 20.5 will feature a brand new environment for processing and generating textures and compositing them seamlessly with your 3D scene. Internally labeled Project Copernicus, it will be the long-awaited update to the COPs (compositing operators) module. A few highlights: Built with real-time/near real-time performance in mind. It's written entirely in OpenCL so you get 100% GPU acceleration. It also uses Houdini's brand new APEX technology under the hood to provide multithreaded performance enhancements where applicable. Tight integration with Houdini's existing 3D modeling toolset. You can freely import any geometry to use as a texture basis or export texture information to affect your models with. Live updates to the existing lookdev and rendering environment, so you get live render updates as you adjust your textures. OpenFX-compatible, so you can use any 3rd party OpenFX plugins (like BorisFX Sapphire for example). Here is a demo of some truly eye-popping abilities of it (skip to the 7-8 minute mark for the actual demos): Here is another video that shows off even more stuff in Copernicus, from the Houdini 20.5 keynote:
    4 points
  38. Vertex map to define clone density on surface 231_Clone_map_density.c4d
    4 points
  39. Fun little one day project made on my day off yesterday 😄 Had to make my Squidward model a friend. make sure to watch in 4K 😄
    4 points
  40. This should answer all questions about PlantCatalog.
    4 points
  41. My favorite show reels. So epic. I love how they combine screen capture of the software with the rendered outcome. We don't see things like this in C4D reels any more. Vue 5 Infinite demo.mp4 Couldn't find them on the official YT channel... I had to upload them from my personal collection Vue 6 Show Reel 2007.mp4
    4 points
  42. dear members, forum is upgraded, we will be working on all little issues as we go. You can freely post and enjoy the forums!
    4 points
  43. Btw, if the drone blades are moving all the time, you can perhaps fake it completely and save a ton of rendertime. Render 1 still from top with good motionblur settings, use that image as a texture on a disc and rotate the textured disc slowly. Depending on distance and camera, you can get away with it 🙂
    4 points
  44. I'm writing this post in response to the recent EOL (end of life) announced by Bentley (not the car company) about the VUE and Plant Factory products. This post is long due to the lack of hiding things while in edit mode. It's a thing attributed to the recent forum update, I hope it gets resolved soon. As I write this I have no knowledge about why this happened or even if it was planned long before but from what was announced on their site I have a feeling of abruptness. I don't know if Bentley is involved in the military equipment manufacture and got an urgent shift of focus away from this market as stated here I don't even know how Bentley used the technology of VUE in other products in order to acquire E-on Software in the first place. I discovered Vue for the first time in 2003 from a magazine offer when CDs and DVDs where common inserts when I was 13 years old. Up until then my only exposure to 3D graphics was Bryce, also demo from magazines. Intrigued and amazed by the stunning visuals it offered. That was were I discovered the magic of procedural generation. The next year the same magazine offered the 3.1 version. Both issues had a mini content guide with reviews of the offered freeware and demos. For Vue they even had 10 to 20-page tutorials as a quickstart to get the hang of it. I know, It's all Greek to you... Those mini guides were all I had to understand how that thing worked as my English weren't developed enough to cope with the jargon, but I had my practice with Bryce so it wasn't that bad. I was playing with it very often and some times I even discovered new windows with parameters like shader and noise editing which always blew my mind. My last encounter with VUE was in 3DWorld's 2011 Issue #139. It had 2 tutorials and a full version of VUE 8 Frontier worth of $99. I never did anything too good with it, not because I didn't know how to operate it or its limitations but because my computer was too mediocre It was so easy to bring my computer down to its knees. It's not only the amount of polygons from the trees involved but also the gorgeous volumetric sky literary one click away (from presets). Later I had the idea to render 360 panoramas to use as HDRIs in C4D because it was hard to find clean sky dome panoramas in the internet. Always ran out of memory or patience with those... 😅 3D on my screen wasn't enough for me. I doubled my render time to make stereoscopic images with an old app called Ana-maker. The only creation I'm proud of was an entry for an ERASMUS competition in my first year in university... My computer couldn't handle the resolution (flyer). I got a friend of mine to install and render the project as he had a computer double the speed and RAM of mine. He let it render all night long. Probably finished after school the next day. We even had to do it twice as some textures from the trees did not import correctly. I did 2 passes, one with only the sea as even for that computer it ended up taking too much time to finish. Then combined them in Corel. I wanted clouds but it turned out I forgot to set the sky so I think this is the default sky reflected here. We didn't have the patience to re-render... I used a high detailed map of Europe from the internet... re-traced it as a vector, re-exported in jpeg, turned it to terrain, added an erosion effect, sculpted 3 mountains... put a bunch of objects from the internet or from Vue's libraries (I don't remember) I think the letters are from C4D ! I like VUE as much as I like C4D. It isn't as easy to create terrains as Gaia and you can't do modeling or Mograph things as in C4D but the sky and object scattering are unmatched. Some history of VUE from archived sources Founded in 1997, e-on software creates, markets and supports the highest quality 3D graphics products that exemplify ease-of-use and professional results, specializing in the natural world. E-on software's flagship products, VUE xStream and VUE Infinite, are the winner of many computer graphics and animation awards worldwide. Like all e-on software products, VUE empowers artists to translate their passion for art into digital works using intuitive tools. Other e-on software products, including LumenRT, PlantFactory, CloudFactory and Carbon Scatter product lines, extend and integrate this paradigm into the leading tools of the 3D still graphics and motion picture industry. E-on software's team of expert software engineers, programmers, trainers, and technicians assists users from installation through production, and for years of growth to come. "At e-on software we believe that the tools you choose are only as good as the support staff that stands behind them". Responsive and dedicated, our team is thoroughly trained to provide fast, effective, and professional support. E-on software's products are available worldwide in English, for both Microsoft Windows and Apple Computer's Mac OS X platforms, making full use of the native software and hardware acceleration. E-on software is located in Beaverton, Oregon and has a European office in Paris, France. E-on software was founded in 1997 by Vue d'Esprit creator Nicholas Phelps. Vue d'Esprit, e-on software's scenery generator was created in late 1992. Vue d'Esprit 1.0 was completed in 1994 and version 1.2 released one year later. Vue d'Esprit 2 was released in 1997, Vue d'Esprit 3 in 1999, Vue d'Esprit 4 in 2001, Vue 4 Professional in 2003, Vue 5 Esprit and Vue 5 Pro Studio in late 2004, Vue 5 Infinite in 2005, Vue 5 xStream in 2006, the complete Vue 6 line in 2007. End of 2008, e-on software started a twice yearly release schedule and released the complete Vue 7 line in November, and Vue 7.5 6 months after, in April 2009. The entire Vue 8 product line was released end 2009, 8.5 in April 2010, the whole Vue 9 family was released in November 2010, Vue 9.5 Infinite and xStream were released in May 2011. Vue 10 and 10.5 were release respectively in November 2011 and May 2012, Vue 11 and Vue 11.5 in November 2012 and May 2013, Vue 2014 in November 2013, and VUE 2015 in April 2015. VUE T-packs, 3D SuperHero and VUE Frontier were discontinued with VUE 2015. The current VUE product line is now organized in 3 families: VUE for CG Professionals, VUE for 3D Artists and VUE for 3D Enthusiasts. Each familiy provides Digital Nature authoring with the best blend of capabilities and features: VUE for CG Professionals: VUE Infinite and VUE xStream. Offers CG professionals the premiere solution for creating exceptionally rich and realistic Digital Nature environments with seamless integration into any production workflow. VUE for 3D Artists: VUE Esprit, VUE Studio and VUE Complete. Provides 3D artists with powerful modular applications to create richly natural 3D Digital Nature scenery and landscapes. VUE for 3D Enthusiasts: VUE Pioneer. Features content-filled, easy-to-use scenic nature creation for home and family use. E-on also develops a set of plug-ins for the VUE product line for 3D Artists and 3D Enthusiasts, helping them to animate their scenes, named HyperVUE (superseding to Mover in 2005), Botanica, LighTune, DeepAccess, 3D Import, RenderUp, EcoSystem, EcoPainter, Zephyr, AdvanceGraph, KronosFX, and Exporter. Mover 1 appeared in 1996, then in its second version in 1998 (Mover 2), Mover 4 (allowing animated Curious Labs' Poser model import) in 2002 and finally Mover 5 in 2004. All other plug-ins were released between 2004 and 2011, and are upgraded at every new generation. CloudFactory Ozone E-on also created an atmosphere generator as a plug-in, made from a part of VUE's rendering engine, named Ozone. Ozone 3D for Lightwave 3D was created in 1999, then e-on developed Ozone 2.0 for lightWave in 2002 and made it possible also for Cinema 4D in 2003. Ozone 3 was released in 2007, and Ozone 4 in 2009, getting additional compatibility with 3ds Max, Maya and Softimage at the same time. Ozone 5 was released in January 2011, Ozone 6 in March 2012, Ozone 2014 in June 2014 and CloudFactory Ozone 2015 in December 2014. Carbon Scatter The Carbon Scatter plug-ins integrate e-on's patented EcoSystem™ algorithms directly inside leading CG applications. Carbon Scatter allows artists to populate their scenes with millions of native objects using the native instancing technologies of 3ds Max, Maya, and Cinema4D, and render them with their favorite renderer. The Carbon Scatter plugins were previewed at Siggraph 2010 in Los Angeles. Carbon Scatter for 3ds Max was released in March of 2011, and versions for Maya and C4D in July 2011. Carbon Scatter 2 was released in December 2012, and Carbon Scatter 2015 in October 2014. LumenRT LumenRT is a powerful 3D solution for visualizing architectural and design projects in real-time. LumenRT extends the concept of static rendering by adding the ability to move around "inside pictures", in fully photo-realistic quality. LumenRT was previewed at Siggraph 2010 in Los Angeles. The first release version of LumenRT was released in June 2011, LumenRT 2 in January 2012, LumenRT 3 in August 2012, LumenRT 4 in March 2013 and LumenRT 2015 in October 2014. LumenRT 2015 in available in 4 versions: the free LumenRT VIZ, LumenRT Architect, LumenRT Studio and LumenRT GeoDesign. PlantFactory PlantFactory is a revolutionary technology for creating and rendering high-quality 3D plants. PlantFactory allows users to create procedural plants with unlimited control. PlantFactory is designed for the CG, SFX, Architecture and Gaming communities. It offers solutions custom-tailored for all audiences. The technology available in PlantFactory represents the culmination of e-on software's decades of expertise in the field of digital nature and delivers unsurpassed realism and performance. The PlantFactory product line comprises 3 main products - PlantFactory Designer, PlantFactory Studio and PlantFactory Producer, plus 2 specialty versions - the free PlantFactory Exporter and PlantFactory Artist- each of which addresses specific customer needs and budgets. PlantFactory 2014 was initially released as a public Beta in February 2013, and officially released in September 2013. PlantFactory 2015 was released in March 2015. Press Releases By Date (until 2015) 2015 September 14, 2015: Bentley Enlivens Reality Modeling through Acqui... July 21, 2015: E-on Software Ships Carbon Scatter 2015.5! July 13, 2015: E-on Software Announces LumenRT 2015.5 June 29, 2015: E-on Software Ships Free Versions of VUE and PlantFactory 2... June 15, 2015: E-on Software Ships Language Versions of VUE 2015 for 3D Ar... April 23, 2015: E-on Software Ships VUE 2015 Product Line for 3D Artists April 1, 2015: E-on Software Ships VUE 2015 Professional Solutions March 31, 2015: E-on Software Ships PlantFactory 2015 March 10, 2015: E-on Software Extends LumenRT Product Family with LumenRT ... 2014 December 22, 2014: E-on Software Announces LumenRT 2015.1 Update and Free ... December 5, 2014: E-on Software Offers Free Carbon Scatter 2015 Trial! December 2, 2014: CloudFactory Ozone 2015 Now Shipping! November 20, 2014: LumenRT 2015 Introduces GRAPHISOFT® ArchiCAD® Integrati... November 17, 2014: LumenRT 2015 Adds Enhanced MicroStation Features November 12, 2014: Alabama DOT Uses LumenRT 2015 for Massive Mobile River ... October 30, 2014: E-on Software Announces Immediate Availability of LumenR... October 13, 2014: Carbon Scatter 2015: Edit and Populate Millions of Plant... September 22, 2014: E-on Software Ships Free PlantFactory 2014.6 and VUE 2... September 10, 2014: E-on Software Ships PlantFactory 2014.6 and VUE 2014.6 July 22, 2014: E-on Software Releases Ozone 2014 PLE! July 2, 2014: Announcing the "3D Environment Competition 2014"! June 30, 2014: Ozone 2014 Now Shipping! May 22, 2014: Cornucopia3D Opens the Exchange Area May 21, 2014: E-on Software Ships VUE 2014.5 May 20, 2014: E-on Software Releases Plant Factory 2014.5 March 20, 2014: Cornucopia3D Opens the Plant Factory Nursery March 10, 2014: Esri and E-on Software Provide 3D Toolset for Planning, Ge... February 5, 2014: E-on Software Ships Language Versions of VUE 2014 for 3D... 2013 December 17, 2013: E-on Software Announces Immediate Availability of Lumen... December 12, 2013: Esri CityEngine 2013 Incorporates e-on software Plant F... December 5, 2013: E-on Software Releases Vue 2014 PLE and Trial Versions! November 27, 2013: E-on Software Ships Vue 2014 Digital Nature Solutions f... November 6, 2013: E-on Software Ships Vue 2014 Professional Solutions October 24, 2013: Philadelphia University Adopts LumenRT for its Groundbre... October 21, 2013: E-on Software Announces Immediate Availability of LumenR... September 23, 2013: E-on Software Releases Free Version of Plant Factory! September 9, 2013: E-on Software Announces Plant Factory July 25, 2013: E-on Software Releases the Vue 11.5 Personal Learning Editi... June 26, 2013: E-on Software Announces Immediate Availability of LumenRT 4... May 13, 2013: E-on Software Announces Availability of LumenRT 4.1 Studio April 30, 2013: E-on Software Ships Vue 11.5 April 29, 2013: Carbon Scatter 2 in Action March 20, 2013: E-on Software Announces Immediate Availability of LumenRT ... February 26, 2013: E-on Software Announces The Plant Factory February 21, 2013: E-on Software Ships Language Versions of Vue 11 for 3D ... January 30, 2013: E-on Software Offers Free Carbon Scatter 2 Trial! 2012 December 17, 2012: Carbon Scatter 2: Edit and Populate Millions of Plants ... December 4, 2012: E-on Software Releases Vue 11 PLE and Trial Versions! November 20, 2012: E-on Software Ships Vue 11 Digital Nature Solutions for... November 5, 2012: E-on Software Ships Vue 11 xStream and Vue 11 Infinite October 23, 2012: E-on Software Unveils Vue 11 October 4, 2012: Announcing the "3D Environment Competition 2012"! August 9, 2012: E-on Software Upgrades Immersive Media for Architecture! June 12, 2012: E-on Software Releases the Vue 10.5 Personal Learning Editi... May 21, 2012: E-on Software Ships Vue 10.5 April 26, 2012: E-on Software Unveils Vue 10.5 March 13, 2012: Ozone 6 Now Shipping! January 31, 2012: E-on Software Ships LumenRT 2 Review for SketchUp! January 23, 2012: E-on Software Ships Language Versions of Vue 10 for 3D E... January 16, 2012: E-on Software Ships Vue 10 Linux Rendering Solutions! 2011 December 20, 2011: E-on Software Releases Vue 10 PLE and Trial Versions! November 24, 2011: E-on Software Ships Vue 10 Digital Nature Solutions for... November 3, 2011: E-on Software Ships Vue 10 Infinite and Vue 10 xStream October 12, 2011: E-on Software to Ship Vue 10 Early November September 6, 2011: E-on Software Ships LumenRT Review Release 1.3! August 4, 2011: E-on Software Offers Free Carbon Scatter Trial Version! July 12, 2011: E-on Software Ships LumenRT Review Release 1.2! July 7, 2011: Carbon Scatter for Maya and Cinema 4D Released July 6, 2011: Announcing the "3D Environment Competition 2011"! June 1, 2011: E-on Software Resellers Announce Summer Road-Show Seminar Sc... May 26, 2011: E-on Software Ships LumenRT Review for SketchUp! May 4, 2011: E-on Software Ships Vue 9.5 April 27, 2011: Carbon Scatter: The Power Of EcoSystems With Native Instan... April 15, 2011: E-on Software Showcases LumenRT Videos! April 13, 2011: E-on Software 2011 Show Reel Call for Submissions! April 7, 2011: E-on Software Unveils Vue 9.5! March 10, 2011: Carbon Scatter for 3ds Max Released! January 31, 2011: Ozone 5 Final Release Now Shipping! January 12, 2011: E-on Software Ships Language Versions of Vue 9 for 3D En... 2010 December 9, 2010: E-on Software and Procedural Together Introduce CityEngi... December 2, 2010: E-on Software Releases Vue 9 PLE and Trial Versions! November 17, 2010: E-on Software Ships Vue 9 Digital Nature Solutions for ... November 4, 2010: E-on Software Ships Vue 9 Infinite and Vue 9 xStream October 12, 2010: E-on Software to Ship Vue 9 Early November October 6, 2010: Free Open Beta of Carbon Scatter for 3ds Max Released September 7, 2010: Announcing the "3D Character Rendering Challenge 2... July 27, 2010: E-on Software Previews Digital Nature Solutions at Siggraph... June 17, 2010: E-on Software Announces Authorized Training Center Program June 8, 2010: Announcing the "Vue 3D Environment Competition 2010"! June 3, 2010: Carbon Scatter: The Power Of EcoSystems With Native Instanci... June 1, 2010: E-on Software Releases Vue 8.5 PLE! May 12, 2010: E-on Software Introduces Vue Cocoa 64 Early Beta! May 6, 2010: E-on Software Ships Vue 8.5 April 15, 2010: E-on Software Uncovers Vue 8.5 April 12, 2010: E-on Software Updates Maintenance Plan Pricing and Policy April 6, 2010: Vue 8.4 Frontier Adds Native Collada Support for DAZ 3D Mod... March 5, 2010: E-on Software 2010 Show Reel Call for Submissions! February 26, 2010: Cornucopia3D.com Unveils Artist Portfolios February 22, 2010: E-on Software Releases Vue 8.4! January 28, 2010: E-on Software Ships Language Versions of Vue 8 for 3D En... 2009 December 9, 2009: E-on Software Releases Vue 8 PLE and Trial Versions! November 5, 2009: E-on Software Ships Vue 8 Digital Nature Solutions for 3... November 2, 2009: E-on Software Ships Vue 8 Infinite and Vue 8 xStream October 12, 2009: E-on Software to Ship Vue 8 Early November September 30, 2009: E-on Software Actively Developing for Mac Cocoa 64 August 4, 2009: E-on Software Previews Vue 8 Professional Solutions at Sig... July 24, 2009: E-on Software to Preview Vue 8 Professional Solutions at Si... June 15, 2009: Announcing the "Vue 3D Environment Competition 2009&qu...; June 9, 2009: E-on Software Releases Vue 7.5 and Ozone 4.0 Personal Learni... May 27, 2009: E-on Software Ships Vue 7.5 May 20, 2009: Ozone 4.0 Released! April 29, 2009: E-on Software Uncovers Vue 7.5 March 31, 2009: Ozone 4.0 Released as Free Open Beta March 24, 2009: Vue 7 Pioneer Full Application Released for Free! March 3, 2009: E-on Software 2009 Show Reel Call for Submissions! January 22, 2009: E-on Software Releases Vue 7 Personal Learning Edition! 2008 December 16, 2008: E-on Software Releases Free Vue 7 Pioneer Open Beta! November 4, 2008: E-on Software Ships Vue 7 xStream And Vue 7 Infinite! October 17, 2008: E-on Software Announces Vue 7 Product Lineup August 13, 2008: Vue "Summer 2008 Blockbuster" Roundup August 12, 2008: E-on Software Previews Vue 7 Professional Solutions August 5, 2008: E-on Software to Preview Vue 7 Professional Solutions at S... July 1, 2008: Announcing the “Vue 3D Environment Competition 2008”! 2007 August 9, 2007: E-on Software Ships Vue 6 xStream for Macintosh OSX August 8, 2007: E-on Software Ships Ozone 3.0 Solution for Realistic Atmos... August 7, 2007: E-on Software Ships Vue Release 6.5! July 2, 2007: Announcing the “Vue 3D Environment Competition 2007”! June 19, 2007: E-on Software Releases Vue 6 xStream for SOFTIMAGE|XSI May 16, 2007: E-on Software Releases Vue 6 Personal Learning Edition! March 13, 2007: E-on Software Ships Vue 6 Easel, Esprit And Pro Studio! March 8, 2007: Industrial Light & Magic Upgrades Its Pipeline To Vue 6! February 21, 2007: E-on Software Ships Vue 6 xStream and Vue 6 Infinite! 2006 August 3, 2006: E-on Software Previews Ozone™ 3 Atmosphere Plug-in at Sigg... August 2, 2006: E-on Software Lifts The Curtain On Vue 6! August 1, 2006: Vue Helps Industrial Light & Magic Create Environments for... July 1, 2006: e-on software unveils Vue 6! June 1, 2006: Vue 5 xStream for LightWave and Cinema4D Pre-Release Availab... May 1, 2006: Announcing the “Vue 3D Environment Competition 2006”! February 27, 2006: ILM Relies on E-on Software’s 3D Scenery Solutions For ... January 31, 2006: Vue xStream for 3DS Max and Maya Released! 2005 December 15, 2005: Vue 5 xStream for 3DS Max and Maya Pre-Release! November 3, 2005: The Return Of The Power Bundle! October 6, 2005: New Entry Level Application And Extreme Discounts On the ... August 22, 2005: Vue 5 Easel To Ship September 2005! August 16, 2005: ResPower Super/Farm™ Naturally Supports E-on Software Vue... July 31, 2005: Cornucopia: The World Of Plenty! July 22, 2005: Vue Fusion Streamlines Vue Integration! April 29, 2005: E-on Software Announces Tiger Promotion, and Spotlight Sup... March 14, 2005: E-on Software Ships Vue 5 Infinite! January 31, 2005: Vue 5 Infinite To ship March 14, 2005! January 17, 2005: E-on Software Ships Vue 5 Pro Studio and New Module Coll... 2004 December 13, 2004: Vue Professional Goes Infinite! December 4, 2004: Vue 5 Esprit and Poser® 5 Reunited! November 9, 2004: End of Year Promotion! November 2, 2004: E-on Software Releases Vue 5 Esprit Trial Version! September 30, 2004: E-on Software Ships Vue 5 Esprit! September 23, 2004: ResPower Render Farm Supports E-on Software Vue Profes... August 30, 2004: E-on Software Unveils Vue 5 Esprit! August 2, 2004: E-on Software Announces Vue 5 Esprit! May 5, 2004: Vue d'Esprit 4 and Poser 5 Reunited! March 19, 2004: E-on Software Ships Mover 5 February 9, 2004: E-on Software Announces Mover 5 February 4, 2004: E-on Software Releases Vue 4 Professional Trial Version 2003 November 5, 2003: E-on software announces new Japan partnership with e-fro... October 13, 2003: E-on software and SmartSound announce Special 3D Movie O... October 8, 2003: E-on software Ships Vue d’Esprit 4.2 Update September 16, 2003: E-on software Ships Vue 4 Professional September 8, 2003: E-on software Announces Vue 4 Professional September 2, 2003: Video Preview of Professional Product Now Online June 16, 2003: Upcoming Vue d'Esprit 4.2 Free Update to Support Poser 5 June 4, 2003: E-on software Confirms Commitment to Mac OS X Platform May 12, 2003: E-on Software Releases Ozone 2.0 for Cinema 4D March 17, 2003: Win One of Five Copies of e-on software Vue d'Esprit 4 by ... February 13, 2003: E-on software Ships Vue d’Esprit 4.12 Update January 20, 2003: Curious Labs and e-on software Announce Poser 4/Vue d'Es... January 16, 2003: E-on Software Announces Ozone 2.0 for Cinema 4D 2002 November 25, 2002: e-on software introduces OregonGrowth Education Program September 16, 2002: Vue 4 Featured During Steve Jobs Keynote Address July 23, 2002: Mover 4 Brings Complex Character Animation to Vue d’Esprit 4 July 15, 2002: Vue d’Esprit 4.1 Now Available! June 17, 2002: Vue d’Esprit Product Line to Feature Native Poser Animation! May 20, 2002: E-on Software to Ship Ozone 2.0 at Siggraph January 15, 2002: Vue d'Esprit 4 for Mac OS X wins MacWorld 2002 Best of S... 2001 June 25, 2001: Vue d'Esprit 4 Shipping! May 14, 2001: Vue d'Esprit 4 for Mac OS X May 7, 2001: Vue d'Esprit 4 Announcement 2000 June 27, 2000: E-on Software Ships Vue d'Esprit 3.1 News Letter from when Bentey acquired E-on Software Bentley Systems Acquires E-on Software Press Release September 14, 2015 Clients We are proud that the following, particularly prestigious companies rely on our products: E-on software's products are available both on the Windows and the Apple OS X platforms. We are associated with hardware and software manufacturers and work closely with them. This section represents these partners, leading the industry with competitive and superior solutions that we can be proud to recommend. Hardware Partners Software Partners HISTORIC WEB SNAPSHOTS April 2001 February 2004 February 2007
    3 points
  45. Wow, you dug really deep to find all of this old stuff. This makes me very nostalgic indeed. If you want to have anything for your own personal collection, I can look through the unpublished videos on our YouTube channel - maybe some things still exist. My story is a bit similar to yours initially. In the early 2000s, I discovered Terragen 0.9 and this was the first time I ever worked in 3D. I was a teenager at that time. From the beginning, I was fascinated by creating landscapes and environments, but I was soon missing the options to place objects and vegetation on the rather barren terrains. So, I started purchasing magazines to learn more about this "3D industry" and to look for complementary tools or alternatives to Terragen. One day in 2004, I discovered a demo of VUE 4 Pro on a magazine disc and I was hooked. Shortly after, VUE 5 was announced. I saved my pocket money for months and purchased a used VUE 4 Pro copy on ebay with license transfer. At that time, e-on offered either a free or a very affordable upgrade to VUE 5 Infinite which was an amazing release - it added EcoSystems and nodes, among other things. From then on, I saved as much of my little money as I could to upgrade to each future release. VUE was my entry into the 3D world, because it was so easy to use. With each new release, I learned more about 3D terminology and rendering. I eventually got the student version of Cinema 4D R10 to broaden my knowledge and create my own content to use in VUE. Fast forward to 2010. I had just finished my vocational job training after 2,5 years and spent three months in the US before starting university. At that time, e-on exhibited at most Siggraphs, and used this to run its annual 3D environment competition. The finalists and eventually the winners were announced each time at Siggraph. That year, Siggraph took place in L.A., and I was staying in San Francisco. I literally submitted my render for the competition an hour before I left for my US trip, then registered for a free exhibition pass to Siggraph and headed to the airport. Six weeks later, I took a flight from SF to L.A. and discovered that my entry was among the 10 finalists of the competition. God, I was so excited. I also met Matt Riveccie for the very first time, one of the earliest e-on employees. A year later or so, I was invited to become a beta tester for VUE and PlantFactory by the e-on founder Nicholas Phelps. In 2014, I spent a week of holidays in Paris, and Nicholas gave me a guided tour through the city and invited me into the e-on office where I met some of the developers and also Matt for the second time ("I remember you! You visited us in L.A. a few years ago!" 😮). In 2015, Nicholas sold e-on to Bentley, as Bentley was interested in the new LumenRT product which worked with Sketchup, Rhino and Microstation, Bentley's main flagship product. I continued as an alpha and beta tester over all those years, and when Nicholas left the company in 2017, Matt became his successor and the new director of product management. Over the years, I held workshops for e-on, both on-site and online, and helped with content and tutorial production on a freelance basis. In 2019, Matt approached me with a job offer to join Bentley full-time, and the rest is history. Had somebody told me that the guy I met at the booth in 2010 would eventually hire me 10 years later, I would have not believed this at all. It was May 2020 when I quit my former job and became an official Bentley / e-on employee. But in reality, my journey had started all those years ago with that magazine demo in 2004. Hadn't it been for VUE, I would never have entered the 3D industry at all, let alone professionally for a living, and discovered it as a wonderful hobby all those years before.
    3 points
  46. Shees, that was a lot of data to process in upgrade, forum is over 300Gb. we are working on it in background but everyhting should be in order now, including emoticons 🙂 💫
    3 points
  47. This helper plugin will display mesh dimensional data. It works in point, edge and polygon mode and displays individual lengths in point and edge mode, with total length. In polygon mode it displays area and total area of all selected polygons. Point mode Two or more points are selected and the length between them is displayed Alternatively, selecting points which are not connected will provide you with distance between them without using mesh itself, just a shortest line between the tow. In edge mode it calculates edge lengths In polygon mode is calculates area There are additional controls to choose custom colors and transform the resulting dimensions To install simply import it into content browser https://www.core4d.com/ipb/store/product/47-dimensions/ Requirements: Cinema version 2024+ is required
    3 points
  48. Dave, this quote is too great for it to disappear down the internet drain with the rest of the flotsam here, please copy and paste it into some marketing pronto.
    3 points
×
×
  • Create New...