Jump to content

bentraje

Premium Member
  • Posts

    1,630
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by bentraje

  1. Hi, Is there a way to stack clump settings with hair materials? For some reason it only accepts the first available material. You can check on the illustration below. stack_c4d_hair_clumps.mp4
  2. Gotcha. Thanks for the confirmation. I guess UDIM implementation is much harder than the Pyro, Node Systems combine. @_________@
  3. Thanks for all the contributions @Cairyn There's also a decent amount of people in BlenderArtists forum that are/or previously Cinema4D users. GLHF!
  4. Hi, Is it possible to use UDIM for the Hair Object Density Slot? It doesn't seem to read the <udim> token but I could be wrong.
  5. Ah yep probably not the most straight forward way to do it. But you just need to reconstruct the matrix. Here is the end result and sample file: expresso_bend_delay.mp4 expresso_bend_delay.c4d
  6. just a bug. if you can see this thread, it means you are a paying member. non paying members cant check the threads haha
  7. TBH, I'm fine either way. The paywall is not that restrictive (i.e. not that expensive) and it supports the forum. The people who posts have more quality. They don't just post a thread and vanishes into thin air. haha. But then again, this is coming from a long time C4D user. Not the incoming ones. So my sentiment could totally be invalid. Anyhow, if there is a change, you could still limit it. Like only limited number of visits per month for free users. Not really sure since I don't have stats on how much non register users visit the site.
  8. @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
  9. 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.
  10. 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
  11. 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
  12. Would you be able to provide an illustration file on your initial post (i.e. before you made any adjustment) ?
  13. 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.
  14. Thanks for sharing. Will surely come in handy in the future.
  15. 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.
  16. @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?
  17. 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.
  18. bentraje

    Nitrogen AI

    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.
  19. 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
  20. 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.
  21. @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?
  22. @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?
  23. @Cairyn Ah gotcha. It's not possible natively. Thanks for the confirmation.
×
×
  • Create New...