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Mash

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Everything posted by Mash

  1. But he states that he didnt save it, so reloading the scene should be reverting everything back to the working state, instead it is still broken after reloading a file that was working fine. This is really odd, have you found any way to get the scene working again? eg close and reload cinema then open the object again. Or reboot, then load the scene again. It sounds to me like something in the project is trying to make the objects permanently thew wrong size, but it simply hadnt refreshed the offending object until you toggle the scale setting. So its already pre-broken, it just hadnt refresh to show that it was broken.
  2. Mode > Workplane > align workplane to Y View > Frame default
  3. Keep in mind youre not keeping all that data in memory. A 24gb sim is really 24gb divided by however many frames it covers. A 500 frame animation and youre actually just using ~50 megs at any given time.
  4. I see where you're coming from but this could just as well go the other way. I have my master render settings set up, I have 3 child render settings with different sample settings, render passes etc. Once they're set up, I only need to adjust the master. If we implement takes switching selections of render settings, then you'll be forever editing a child render setting by mistake when you only ever needed the master. And should we do the same with cameras? do you want your object manager selection changing when you switch takes?
  5. This one actually left me a little confused. The general takeaway seemed that hes suggesting premultiplied is better because its somehow done more of the work already, and that straight alphas need more internal calculations. But that seems to be missing the biggest downfall of premultiplied, in that the alpha channel is pre-baked against a specific colour. This is ok if its all alpha'd against black or white, but if theres more than one colour in the background then youre screwed. Straight alphas on the other hand are only ever merged with their own colours and will work against any background with no fringing. Premultiplied alphas also fare badly with soft transparent parts such as fire, smoke etc.
  6. c4d lists the width. The height is determined by your render setting aspect ratio. so enter 27.99 into the sensor size setting of the camera and then use a suitable render resolution with a 27.99:19.22 ratio. eg 3840x2637
  7. This is a known "feature", no timespan for fixing it.
  8. The input image and brightness both only accept images/shaders in both c4d and blender, you can see the green vs blue input port in the blender screenshot to show the difference between accepting images and simple floating values. You can add the octane colour correction material to xpresso to drive the numerical values such as gamma, hue etc Another option, octane allows osl nodes, just google for hue shifting osl script
  9. You need to tell us what you're going to be doing with them. there's no point testing multicore speed if youre rendering on gpus. Theres no point testing gpus if youre rendering 30gig architectural scenes. What do you actually want to know the speed of? And why arent you allowed to use benchmark software to... benchmark?
  10. I've been doing 3D for 25 years, I always hated doing these. Often I found it was just simpler to cheat it all. If its for some still images, consider making the label up as a material, then mapping it directly onto the bottle. For front shots, just flat project the whole thing onto the front, the back will be wrong, but you cant see the back. For rear shots, pre-overlap the texture in photoshop then project it onto the back for the rear shots whilst hiding the front texture. Though If you want a side shot you're screwed
  11. *Shakes Magic 8-ball of bad help descriptions* "You have live selection mode enabled, click the move tool icon"
  12. You don't need a ceo to have a community, you just need people with a passion for something. The original 3 founders pretty much never posted or made themselves known, and yet places like postforum, cgtalk, c4dcafe and the german c4dtreff had nice communities there; people make communities, not ceos. The guy in charge was inconsequential. Now that Dave is here what has changed? You get a post once or twice a month and all it tends to contain is some tone deaf defence of a new shitty policy. Our studio has subbed. We didn't want to, saw no benefit and actively dislike them. But the writing was on the wall for several years watching anyone on a perpetual licence get screwed in every way imaginable, so we bought subscriptions due to having no other viable choice. Enjoying your MSA price? fuck you. Enjoying the cinversity plugins and tutorials? fuck you. Enjoying having the latest version? fuck you. Want a warning about R25 being the last perpetual so you can make an informed financial decision? Fuck you.
  13. I don't seen 3Dpangel/Dave's posts as supporting it, simply stating facts. I don't like the direction Maxon is taking in a corporate way. I still use their software, our studio still pays for it, I still test it, but I don't like the direction or how they're treating customers. For years, the users have trusted Maxon and given them a lot of leeway. We've had years of lacklustre updates with hardly a feature worth the time or effort of installing a new version, let alone having a 'must-have' release where people have clamoured to download it ASAP. With the rug pull that is removing perpetual licences, all that good will is gone and the relationship is now reduced down to a simplistic monetary one. Is the product worth the price, or is it not? Because all the good will and sense of community is completely evaporated. If I were a hobbyist, I wouldn't pay for it, Blender is a large amount to learn as a new app, but I dare say that I would see this as a fun challenge, and at the end I know I'll get free updates forever and a good pace of product updates. C4D has been waiting for this core rewrite to fix the general speed issue for well over a decade now. Capsules were only made as a way to get some use out of the new core and nodes system because otherwise the new node based core would be 100% useless. My educated guess is that we're still 5 years away from the new node core actually replacing basic functionality. Until the new core replaces basic geometry like cubes and cylinders, and basic modelling tools like bend and twist deformers, Its a glorified set of fancy xpresso plugins which has cost an inordinate amount of dev resources. If I were a new 3D user, Im not honestly sure if I would pick C4D as my app of choice. Really for the same reasons, Blender is good, C4D is slightly better, is it worth the money? With xparticles and a thirdparty render engine, yes, C4D is great. But Blender has many of those same render engines, so a lot of c4d's userbase really comes down to mograph / xparticles users and those who are just used to how the software works. This includes myself. If I could click my fingers and transfer my c4d knowledge into blender knowledge, I probably would.
  14. Tried it extensively here, I gave up. C4D's gltf exporter can get geometry, basic animation and basic materials out, but it just doesn't look very good. The best we managed by far was to export the basics to sketchfab via fbx (their plugin is a buggy mess) and then retexture and relight everything on their web system. This works well, but depending how far you want to take it, we had some showstopper problems with put the project on hold. You have to get the export right first time, or youll need to redo all the work you did on the sketchfab site again and again. The viewer needs to preload all 3D data, so making configurators with 100 parts isnt feasible due to file sizes. And finally just their prices, hosting 3D data on a large site would cost 100's of thousands of dollars in sketchfab fees, if not millions.
  15. Honestly depends what you can get for the money. Personally im always going for the self build option, if something goes wrong then im completely capable of swapping out a component myself. Depending which prebuilt you go for, you can end up with non-standard parts which can be a real pain to replace; eg Dell with their non-ATX motherboards and non-ATX power supplies. If you want prebuilt then Puget have shown they know what they're doing, just avoid the big box manufacturers, Dell, HP etc, thyre fine for cheapo office machines or high end server machines but they're terrible at the mid-ground.
  16. Ok, so whats your actual question? just load the obj file.
  17. If you load an obj file into a modern version of c4d, it will load in mtl (material) file automatically so long as it has the same filename. Older c4d versions can only load geometry.
  18. Its also slow as hell, brings all c4d projects down to a crawl and should be avoided whenever possible.
  19. It depends 100% on what you're doing. The slowest parts of any software will always be the single threaded cpu tasks, where the gpu is irrelevant and the extra cores on the cpu do nothing. Unfortunately there are plenty of such areas in c4d. If you can tell us what you're doing when its slow, or show a scene file then we can offer advice. Otherwise an educated guess is simply that what youre doing is either inherently slow, or you havent optimised the project very well.
  20. Honestly I'd be doing this in After effects or similar rather than in 3D. Look at the displace effect, you use a black and white image to drive the ripple.
  21. I 100% get the frustration of seemingly simple requests never getting implemented. Honestly, I've got 100's "simple" requests sitting in the to-do list which im pretty sure will never see the light of day, some going back over 20 years. It seems that for the most part Maxon picks an area, then goes through the requests and implements what they can as an area gets re-written. What does bug is is often being told "X is old code, what you've asked for is impossible, it will have to wait until the re-write" only for someone to then bash out a plugin in a day or so which does exactly what we were just told was impossible. And I sort of get it. Maxon wants to write the code in a way which fundamentally works and won't break other features or cause a problem in the future, whilst the plugin dev is free to just hack together whatever works on the surface with no regard for future releases. Regarding Chad making a tweet and having it implemented straight away. 😄 The reality is that there's a beta forum thread with 271 posts from people all yelling to put the green checkmarks back in. Chad wasn't the only one unimpressed by the grey crusade
  22. Mash

    Deform normals

    Does anyone know how to deform objects with normal tags? I have a model attached. At the top is the original imported CAD mesh, it looks fine. In the middle is the same model with a bend deformer; at first glance it too seems fine, but in fact the reflections are wrong. The reflections are still of the same part of the HDR sky as the unbent model, which is impossible given the 30 degree bend. If I remove the normal tag and get c4d to generate its own normals, the reflections work. But, whilst this is an acceptable solution on this model, other models are more complex and must retain their normal tags to prevent the render from looking like garbage. Is it possible to ben a mesh with a normal tag, and have the normals distort correctly? Just replace any hdr in the attached scene to test. normal deform.zip
  23. I still wouldn't use cloth. Unless you need to seem ripples, folding and creases along the rubber gasket, its completely overkill for such a simple thing. Cerbera's approach will work convincingly in most situations, but I see that you need the cone to stay stiff so that the movement between the outer cone edge and the speaker housing can be emphasized to show what this new rubber gasket does. Depending on the gasket shape, I would just use 3 circle splines in a loft to make the shape, then a simple xpresso node to make the position of a null drive the position of one of the circle splines to match the cone edge. File attached. If the gasket shape is more complex and needs more splines, then I would use a posemorph tag, set one set of positions for the splines when the cone is in, and another for when the cone is out, then use the posemorph tag to animate back and forth between the two. speaker.c4d
  24. If the mesh and textures are no longer the same to a significant degree, then I would consider it my own work and feel free to distribute it. To stay on the light side, make sure everything is redone and you dont leave any original model parts, same for textures, they should have no significant resemblance to the originals.
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