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Everything posted by everfresh
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oh, and btw, what you are trying to do there can be done with volumes , and volumes got caching now, so the process IS somewhat faster. and it has nothing to do with „under the hood“ a faster timeline is the most essential thing for every animator out there. and this was requested for years by lots of people.
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did you read anything about boole object improvements in the feature list? no? there you go, case closed. just because you still aren‘t able to get away with booles in any situation doesn‘t make it a bad release.
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pretty sure it won't be long until you decide to give r21 a spin, and also pretty sure you'll love it. for me it's the best release in years, it affects my daily work much more significantly than r20. and not just for character dudes like me, everyone who does any kind of animation will love it, and copy and paste polys may sound trivial, but think about how often you will use it compared to let's say volumes. sure, it's all not as fancy, but it has so much more practical use.
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i'd rather pay for proper bug fixes and workflow enhancements that speed up my daily work over fancy features i use maybe once a year. copy and paste polys alone saves tons of time, timeline is much faster, autoweights are great. and those are things i'm in daily contact with. of the r20 features i used fields, but i've not once had proper use for volumes up to now tbh. maybe it's just me, but i don't mind NOT having fancy features and instead being able to work much faster.
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tbh i don't really get what all the fuzz is about. i see no big difference to what things were prior to yesterday. all that has changed is that MAXON is offering more flexible solutions, freeing up dev resources and lowering the entry cost. MSA vs subscription for studio is roughly the same, upgrade prices for perpetual wasn't announced yet, so that's an unknown... pretty sure it will also be ok. also i don't get what the real life difference is between perpetual and subscription if costs are roughly the same. let's play through the following scenarios: 1. assuming you're a professional on perpetual: you own a perpetual license, you upgrade each year. one day you can't afford it anymore because you don't make any money with it anymore. you just wanna use it for your personal stuff as a hobby now, and you're stuck with the version you last upgraded to. 2 or 3 years later at the latest you're drooling at the most amazing new feature in c4d you've ever seen, and then what happens? either you save some money to get back into it, and if that's really not doable you will just download a cracked version and have fun with it, let's be honest. 2. assuming you're a professional on subscription: you're on subscription at 60€/month. one day you can't afford it anymore because you don't make any money with it anymore (very unlikely, 60€/month is easily earned in 3D within an hour). you just wanna use it for your personal stuff as a hobby now, and now you have no version you can have fun with. then what happens? either you find a way to spent 60€/month to get back into it, and if that's really not doable you will just download a cracked version and have fun with it, let's be honest. 3. assuming you're a hobbyist on perpetual: you own a perpetual license, you upgrade each year. one day you can't afford it anymore because of whatever reason. you're stuck with the version you last upgraded to. 2 or 3 years later at the latest you're drooling at the most amazing new feature in c4d you've ever seen, and then what happens? either you save some money to get back into it, and if that's really not doable you will just download a cracked version and have fun with it, let's be honest. 4. assuming you're a hobbyist on subscription: you're on subscription at 60€/month (not that much money for a hobby, even skateboarding is more expensive). one day you can't afford it anymore because of whatever reason. now you have no version you can have fun with. then what happens? either you find a way to spent 60€/month to get back into it, and if that's really not doable you will just download a cracked version and have fun with it, let's be honest. 5. assuming you're a hobbyist or a professional on subscription or perpetual and MAXON goes bankrupt: if MAXON ever goes downhill (which i highly doubt) then perpetual and subscription versions won't run anymore. you will HAVE to use a pirated version. after 2 or 3 years at most you will switch to a different software with cool new features. that's all the scenarios i can think of. all basically have the same result. so why the long faces? i'm really not propagating illegal activities here, it's just a depiction of reality, because that's how most of the people on here and elsewhere would act. and btw, blender is free and also nice to learn as a hobby. so cheer up, everything is fine, the earth keeps spinning. ;)
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yes, it is... how much depends on what you're doing of course. the most significant performance boost is probably the f-curves editor, you can have a big f-curves editor window open now while animating and it doesn't slow down the viewport much. in general everything feels snappier.
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a positive thing for people doing animation: once you animated in r21 it's hard to go back.
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unfortunately, yes :/
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i have enough faith in MAXON to be sure it won't happen.
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can't imagine they'd make it the price of a new license, that would make no sense.
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you are allowed to upgrade, the only thing that is unclear at this point is the cost.
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if it would be included it would have been mentioned i guess.
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i can second that. of course it always depends a little on what your area of interest is, for people doing animation it's really a great release for instance.
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those examples look pretty good. especially impressed by the edge flow on the skull.
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those are as always great! i hope to be able to find the time to explore at least some of them... i'm particularly interested in the dorito effect, since i was wondering for quite some time now how and if that's possible with c4d... but opening your file i don't fully understand what's going on, nor is the behaviour what i would expect it to be. i was hoping the joints would actually follow the deformation by the point morph, but it seems like the joints are just always at the state of 100% strength of the morph. their display generated by the fracture object follows it, but not the joints themselves. how would that help me now when i want to make a facial rig for instance, where i want the joints (actually the controllers) actually follow the surface deformed by a point morph? i've tried something with clamp constraints in the past, clamp a null with the controller parented to it to the surface, but i'm always having a hard time getting clamp controls in surface mode stable enough to be usable in a character rig.
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@BLSmith glad you made it work for the most part :) for your problem with the smoke not going into the tube: make your spline mesher object editable, so you get a polygonal object. if you move the attractor then more towards the beginning of the exhaust tube you can see that it actually sucks the smoke in. maybe an attractor isn't that good of a choice for the task, because it attracts the smoke into a direction that's not where the opening is. either try animating the position of the attractor or maybe try using the spline you have built your exhaust from by utilising a follow spline modifier or a spline flow modifier. also to get any obstacles out of the way maybe just remove the collider that seals the opening completely for that action if you don't need to see the smoke wrapping itself around that. as for why your vdb data doesn't get exported with the cache i have no idea... i believe it gets exported, but maybe octane needs a certain naming convention? really just guessing, since i'm using redshift, and i have usually no problems getting the data into that.
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look at it this way: now you have some additional free space on your drive and can access all the tutorials from any device with internet access. so even the people who paid gain something from that move.
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oh, yeah right... i once subscribed to that... makes sense. :D
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how about "comesherequiteoftener" or "haspostedabuncher"... ? jokes aside, why not keep it simple and call new members new member and regular vistors regular member? looking at kiwis title i have to say i'm a bit disappointed that i am not considered an honourable member tbh i think those titles shouldn't be taken so seriously, i couldn't be less offended if anyone here is called king of the jungle or whatever nor do i care about my own title. But maybe that's just me.... wait, what does "TDMSC" actually mean btw? Tremendously Dumb Moronic Shitbox Cleaner?
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yeah i read that article as well. i'm just having trouble to wrap my head around why apple would be so stupid to release a new mac pro solution this (or maybe next) year without any option for nvidia cards. they already publicly admitted that the last mac pro wasn't the greatest idea of all times and that they are listening to the wishes of the pro users now and are developing the new mac pro according to those. logically at the very least this CAN only mean options for external nvidia cards with native support without any terminal script hacks. they just have to know that they peeved of the last remaining fanboys if they don't deliver at least that option. OR they just know more than we do and every software based on cuda is already porting their sh** to metal. sounds very unrealistic, but who knows... :D
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and that's the huge difference... with a render engine like redshift you don't have to worry too much about render times, and if you should use GI or not... you just always use GI, since it basically comes for free. and flicker free ;) also you can use insane amounts of sub-poly displacement without the insane preparation and render times c4ds native material system has. for commercial work i also always render via online render farm, but it's just much cheaper if a frame renders in a couple of minutes opposed to a couple of hours. and you can still charge the client the same. basically all the bigger render farms support redshift by now, but be aware that this is not the case with octane, due to its licensing policy. regarding the best nvidia card for gpu rendering: i suppose it's the 2080 now, but a 1080ti will serve you well enough. regarding backups: i hope you do regular backups anyways ;) i know many people who ran the script to use their egpus, and i've never heard of any issues with it, so you're most likely going to be fine.
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with a mac it's a little bit more tricky. i know because i'm on a mac, too... to be able to use redshift or octane you would have to buy a thunderbolt e-gpu enclosure and a good nvidia card. then you will have to run a script once via terminal to make your mac recognize the external card. does only work up to high sierra, there's no nvidia drivers for mojave (yet). by far not an ideal solution, but still better than having to wait 14 hours for a render that you could have had in 5 minutes. if that sounds too complicated to you (it really isn't that complicated), i recommend to try corona, which is cpu only, but still very fast. not as fast as redshift or octane, but still like 5 to 10x faster than physical. also a bit more easy and intuitive to use than redshift for instance. then there's also cycles, which is gpu and cpu, and also vendor agnostic, so it also runs with amd cards. can't say anything how it performs on amd cards though since i never used it. but just download the demos for cycles and corona and compare which works better with your setup. btw, redshift, cycles and octane have purely node based materials, while corona has a layer system ( @EAlexander: corona does have an optional node editor as well now, doesn't it? )
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haha... amusing and at the same time very lovely answer... just to give you an idea: you could have rendered that image with redshift or octane for instance about 20x faster on a single nvidia gtx1080ti. that's no exaggeration, it's really that much faster. plus, you have an ipr where you can immediately see any changes you make to materials or camera position or lighting and so on... which means not only rendering is 10 to 50x faster (depends on the specifics of your project), the look dev process speeds up by roughly the same... so any time and money you invest, you'll get back after the first couple of projects. i really couldn't imagine a life without redshift anymore, it's just so much more fun to see changes immediately, also it saves a lot of money in rendering. edit: that image would have probably rendered in around 4 to 5 minutes in redshift. you also would have gotten nicer looking sss and it renders c4d hair natively.