bentraje
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Everything posted by bentraje
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@Tread Yep it's possible. In the illustration its using the global matrix but if you plug any number type, it should just work as expected. The only problem is you can't interactively edit it. So if you want to make changes, disable the effect first. make changes, then enable it again. expresso_delay.c4d
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I'm not quite sure I understand. RE: The parented fingers axis tell you the difference Yep that is expected. I'm not expecting a (0,0,0) rotation. What I'm after is that HPB is not the same as I calculated. As mentioned above, it should be 131, -98, -25 rather than 90, -180, -270. I'm guessing there is a processing of rotation that I'm not aware of. The only thing I know of is a difference of rotation order but as you can see, it's the same.
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I'm trying to understand why Rotation have different representation in object manager to better manipulate it, (despite having the same rotation order) Attached also is the illustration scene. P.S. Cross Posted also in the plugincafe since I'm desperate lol. I'll just update either thread accordingly. weird_joint_rotation_difference.c4d
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I guess they "heard" us haha Main reason for the guess is its now made available first to C4D. Rather than waiting to release it after it is available to all DCC
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Would you be able to provide an illustration file on your initial post (i.e. before you made any adjustment) ?
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Yes, they plan to porting the legacy C4D shaders as native redshift shaders (i.e. not only available to C4D but to all DCC). I proposed to them to implement already the C4D shaders as temp solution so we can already use them while waiting for the native one. It shouldn't be that hard since the code is there. But nope. Probably take 5, 10, 20 years from now? lol At this point, it is really senseless to think that C4D gets an advantage in redshift because it is acquired by Maxon. Arnold, Octane and even Cycles4D gets more or less a better integration than the supposed to be "native" Redshift. Octane won't adapt to the native nodes editor because Maxon took a long time to provide the API that they already made their own updated nodes editor. And to think that, ONLY C4D where you have renderers implement their own node editor. It's a mess. It does not happen in Maya, Blender, 3DS Max, Houdini etc.
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Can the latest C4D (2023) open GLB/GLTF now?
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Hi, There is a command Reset Scale with Compensation Points. Is there a Rotation equivalent of it? Illustration of what it does: Supposing you have a point in 200cm (in xyz) with the polygon object at 100 (in xyz) If you reset scale with no compensate, the point will be at 2cm and polygon at 1 scale. But if you scale with compensate, the point will still be at 200cm and polygon at 1 scale, which is what I'm after. P.S. I'm not after the Freeze Transformation where it transfers to the values to the Freeze PSR Coordinates. I am after the "absolute" reset transformations where scale is at 1,1,1 and rotation is at 0,0,0 and the points/geo remains the same.
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@matniedoba i think we are not on the same page hehe. re: using your own assets yep yep this is a given. what I specifically mean is CUSTOM IMPORT of your assets? For example, I have a chair.fbx and in the same folder there is a diffuse, roughness, normal map etc. As I import it to C4D, Houdini or Blender. I would like to create a node network from those maps. Like what bridge megascans does. they ship python file with a custom socket port for each DCC. and you can modify such file to your own liking. is there a same thing on anchorpoint?
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Hi @matniedoba Just wondering. Does it also provide custom import of your assets? Like in Megascan Bridge. You can actually define how the textures are structured in the node editor.
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I'm guessing this is an equivalent of https://www.youtube.com/watch?v=5WboPlU9c6I I'm referring to @3D-Pangel post on textures. hehe. Not on the actual topic. my bad.
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Hi, In the old C4D versions, there is a nifty default light option. I use it on some NPR renders and there is literally no set-up time. The new C4D versions seems to have it turn it by default. Is there a way around this? default_light.mp4
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Thanks for the file @srek. I'll try to take a look at it this weekend. I initially thought it was just a screenshot you are sending. Might take some time for me to understand the file.
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@srek Uhm. My main confusion is how do I actually use it as you describe? I can only see the function "Load" as a way of using the material inside the scene. I can drag the material to the scene but that is the same as using the load. Is there a specific hot key to it?
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@srek It seems like its the two of us on not knowing nodal assets. In the screenshot above, it's a nodal material (asset?). I already included in the context menu. Is there a specific option to use a "nodal" version of the asset? I can only see "load" where it let you use/import the material. What am I missing?
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Thanks for the response@JohnDo@srek, although its a bit of a conflicting response. lol. @srek Anyway, just for illustration, I don't see any options too on how to reference Only the option load, which means a regular import Yes, xref works. But it is still out of the database. Keyword is referencing a material that lives in the database (not in the scene itself). If by any chance, you are referring to the reference node inside Redshift. It doesn't work (i.e. I can't drag the RS material to the reference parameter). I still have to import it. If by any chance, you are referring to scripting. Basically, import the same material and replace the existing ones. Essentially, the same result as being reference (i.e. updated to the latest version). It could work. But I was wondering if there is already an existing feature/command inside C4D for this?
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Hi, Is it possible to reference a material in asset database? As opposed to just loading/importing it into a scene. So everytime I update a material in the asset database, I don't have to reimport/import them on every single scene it has been used.
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AFAIK, the only time you can have a separate item on the texture list is through materials. For example, if you have 100 objects but with only material applied to them. Then, only 1 material is shown in texturesetlist. So on and so forth. That said, you don't need to apply a separate material for every "distinct" object. For example, you have a cyborg arm that is composed of an 1) organic arm 2) mechanical arm. You don't have to have two materials. One will do. And the way you separate them is through masking either inside Substance Painter or using Vertex Colors.
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The dirt node is just a layman terms. It doesn't really provide dirt per se. It's technically a curvature. So in redshift it is called curvature node. You can also use AO node on top of it.
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Hi, Is it possible to have one material be in 2 or more layers? I'm referring to the layer manager panel/window and not layering of materials (like with masking and stuff). It's just when I assign a new layer to a material with an existing layer, the existing layer gets deleted and replaced by the new material.