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everfresh

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Everything posted by everfresh

  1. with the vdb mesher we can skin volumetrics, but i'm not sure what you mean by skinning weights independent from mesh. we can skin the weighted mesh by putting the mesh into a volume builder and that then into a volume mesher and according to hrvoje we can modify weights with fields. and now that i had some time to think about it it could be quite powerful to be able to do that. i'm thinking of a possible super easy way to make some sort of precisely controllable correctional morphs with it. can't wait to dabble with it. all in all i have to say the more infos i gained over the past 2 days r20 looks better and better. the volume mesher can actually produce cleaner results than i initially thought when the right filters are applied, fields is even more powerful than i could have ever imagined, the cad importer seems rock solid and very controllable, and even small things like the new gradient open up new possibilities. so thanks MAXON, you made this summer even hotter ;)
  2. everfresh

    Fetch

    thanks... if you rig and animate a lot you tend to develop some sort of low-poly fetish i guess :D
  3. yeah, you're probably spot on about the houdini thing. i hope they can see that there's a LOT of potential with c4D regarding character animation. the tools we already have aren't that bad, just a little love to that area and c4D could be a good alternative for many people.
  4. not entirely sure of the scenario this might come in handy yet, but i'm sure i'll find a useful application for this. ;) thanks for the info. can you tell if there will be a fix for PSDs (they don't work in animation as of now without baking everything)?
  5. everfresh

    Fetch

    a small project to test out some new rig features and practice animation.
  6. completely agree. tbh, i have a hard time understanding the reasons behind a lot of maxons decisions. for instance i don't understand why character animation isn't given a much higher priority. c4d could easily attract a lot of maya users who are obviously sick of autodesk as a company. in the past two years i talked to a bunch of freelancers and small studio owners who are using maya and they were highly interested in c4d. those people won't hop on the c4d wagon because it has prorender now. and yet r20 hasn't a single feature dedicated to CA. while fields are obviously awesome and powerful and i look forward to using it i would easily trade that feature instantly if MAXON overhauled the priority system for instance. i don't know what kind of work others do, but complex mograph setups maybe make 2% of my income. (yes i know it's not only good for this kind of stuff ;) ) i'd certainly appreciate a release that's purely focussed on fixing the essentials that make everyday work more efficient, without ANY eyecandy headline feature. what do we all do all day? we deal with UVs, we rig, we fix priority issues, we model, we animate, we texture. in all these areas there's things where c4d is behind the competition. how about UDIM support? how about modern UV tools? how about a system to easily store and access poses? how about properly working PSDs? the list goes on.... those are the things that would speed up my everyday work. and i believe that holds true for many others. don't get me wrong, i really like the features of r20, it's certainly cool stuff. the one thing that could really speed up my everyday work for instance is the CAD import. but I'll have to try it to see if it can hold up with the results i get from step file conversions with MOI. the one issue i do have with MOI is that it runs out of memory if the cad files are too complex. i usually ask the supplier then if they can split the files up into several parts for me, but that isn't a workflow that's sustainable over a longer time period. so i was thinking about getting a copy of rhino to split them up by myself. now if c4ds CAD import could handle very complex cad files while producing valid geometry that has no interpretation issues i could save those 600€ i was about to spend on rhino. i'll certainly wait until next month now, to see if c4ds CAD import is a workable solution for me.
  7. the only thing i could tie to that statement is actually the vdb meshing. the topology it produces doesn't hold up for realistic shaded stuff that needs to be precisely modelled. but for cel shaded 2D fluid effects and such i can see the possibilities. right now i use the metaball object in combination with the smoothing deformer for things like that, but the vdb mesher seems to provide much more control and also much cleaner results.
  8. oh i see what you mean... sorry, i didn't get that from your first post.
  9. every 3rd party renderer has its own material system, most of them are node based anyways. so the answer to your question would be no.
  10. that's actually quite a good performance! like i said, the mograph enhancements are really awesome and much appreciated!
  11. best render i've seen so far with prorender, but 30 minutes still seems a bit slow to me. but i'll definitely give it another try as soon as i got my copy.
  12. i'm excited about fields and the new mograph instancing... but i'm a bit disappointed the CA department didn't get ANY love this year... not even a fix for stuff that never worked properly like PSDs and openSubDiv :/ ... also i'm still missing proper symmetry. overall still a nice release.
  13. so, looking through all the features on the cineversity site i'd say it's a good release, and i'm a happy camper. but i still see nothing that would make it THE big release. maybe everything will be a lot faster, but there's no mention of it, so if it was a really significant speed increase i suspect they would have mentioned it. the new mograph instancing will speed up working with complex setups significantly though, the volume mesher will open up new worlds and i look forward to playing with it. node based materials were long overdue and i'm happy we got that now, and prorender seems to be production ready (still curious about the time it will take to resolve all the noise in final renders). so to me it seems like a really nice release with some handy features from what i've seen up to now, nothing more, nothing less.
  14. more here: https://www.youtube.com/channel/UCBsiBx5_rgEMMiKKH7SLo_g/videos
  15. ok, separated stackable fall-off fields is already huge!... also the volume mesher will come in handy. and finally node based materials... happy r20 everyone!
  16. :/ dan, so sorry to hear that, i wish you all the best.
  17. that thread is exactly what the popcorn is for ;) i still think it will be an ok release, just not THE release everyone is hoping for. my guess would be faster object handling, but nothing all too significant. no nodal material system, no new particle system. no unified physics. some mograph & modelling additions/enhancements, some love to the uv-tools/bodypaint, multithreading of most previously single threaded stuff, some workflow stuff, production ready but compared to redshift or octane still painfully slow prorender. also i expect some more viewport features, but no where near as advanced as blenders EVEE. i hope i'm wrong though.
  18. i'm keeping my popcorn nearby, since i'm pretty sure it's not going to be the uber-release everyone is hoping for. personally i've chosen to keep my expectations fairly low this year.
  19. 1. When the monkey is opening its mouth, how come is opening so far without any anomalies? Did you use a deformer? no deformer. just points weighted to a jaw joint. https://gyazo.com/7a6236f2ceb1069e8e9b065de183b77c 2. I understand that the tongue "is a tracer made out of animated nulls to form a spline, then i just spline wrapped the tongue model onto the tracer". When it curls from man to monkey, how does it get the sort of liquid effect? is it using the Metaball. i t is again splines in a cloner spline wrapped onto the same spline as the tongue, just offset a little. because of the flat simple colour shading it just looks like it's one unified thing with the tongue, but it's not. just two separate things that look like one. 3. Also when the monkey changes to man, the tongue has something black on it. Is it still splines with tracer object and metaball? yes. 4. When the man is changing to monkey, how do the hands break up from the character and extend? Are you using a Boole? yes. 5. Also before the morph from man to monkey you have the hand moving around and some blue liquid particles. Are those particles or Cloner? those are particles, added in post. but you could do that also with particles in c4d, either native particle system or x-particles.
  20. i'm happy to answer all your questions, but i'm not comfortable sharing the complete project.. i hope you can understand.
  21. i think you're fooled by your eyes, i just animated the visibility off at some point, which makes it look that snappy ;) here's the file... simplerip.c4d
  22. the cloners are just scaled in one axis and moved away from the center, and at the same time the hull value of the metaball is animated to make everything thinner and then disappear as it gets stretched.
  23. which part is giving you trouble? doesn't the gif show precisely enough how it's done?
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