Jump to content

Jops

Registered Member
  • Posts

    502
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Jops

  1. Maybe that was a bit harsh, but as the blender icons are all monocromatic thes feel tidier. the new C4D UI consists of greyscale icons, but some of them have a darker grey than others and some have white elements. then there are monocromatic colored ones und some that have aditional white elements to the color. then there are monocromatic grey once that are not really grey but a bit bluish. and some icons still have a version of the old orange in them like the selection icon and the spline Pen. I am disapointed with the whole UI change, but I will get used to it. Its good that Humans get used to stuff they look at for a long time. that is most propably exactly what hapened to the UI designers πŸ™‚
  2. Maxon shoudn't have copied anything from the Blender UI but the node system, but they did and unfortunately they didn't copy good, as imho the blender icons are much better to read and memorize than the new C4D Icons.
  3. You are absolutely right and spot on with my findings. We will see if RS CPU is such a great offer, that people want to transition away from the legacy renderers because a trace period alone will not smoothen the transition, only a great new renderer will, one that everyone wants to use anyway.
  4. Yes I know right before they introduced a material nodesystem that took many years since people wanted to have one and that was so complicated that few people are using it (and also because it was to late for the old render engines) right before they introduced a slow GPU renderer that was there for just two versions and got replaced by a slow CPU version of a GPU renderer that costs extra and still is not perfectly integrated. I wouldn't complain, that advanced and physical still hang around as legacy, But as much as I hear they start to do the same thing with RS again that, even though it is not that old, already has two different node systems and two different standard materials. Physical is a great looking renderer much better then RS, advanced is the fastest way to get Infopasses and such. People love their old scenes and stuff so if you want to get rid of a old renderengine without a huge shitstorm you should offer something great. I am not really shure if RS CPU can be such a great offer to make users forget about the hassle that comes with abandoning a render engine. Well sooner or later they will have to get their stuff together πŸ™‚ hope dies last πŸ™‚
  5. Thank you for the anwer. So it basically is a much to big and complex system to achive something as simple as shader linking? And just makes sense to be used in special occaisions? Nice that the new core system is so flexible, but when in the future the material and render pile is sorted out it would be very nice to get a easy to use feature for something that basic.
  6. for which of the different material systems that are part of c4d would this work? there are so many systems now that I lost track. Shader linking would be so great also for not nodebased workflows. btw. would this asset be saved with the project? or would it be saved globally and replaced with the newes version whenever I open the scene?
  7. What an interesting post. thank you for it. Specifically, I find it interesting that it sheds light on how decisions come about that change things that no one wanted changed. In such discussions it is often overlooked that the position to think about such a fundamental change was created by the success of the old concept. Removing this to make the improvements all-encompassing could very well destroy what made the success possible in the first place. In light of this, I would suggest that it would be wise to keep the things that don't need to be changed for a technical reason, so as not to destroy the change in overall perception.
  8. The coordinates manager is a great example. the order of the values got changed without any need (I always put the values into the wrong field.) the drop downs where moved into the top bar, that just makes it look cluttered and messy. it also disguises the window itself and therefor can be found worse. And it is hidden in one of the active corners. also the use of it is reduced. as everything gets exectued directly when changing the field you never know which axes you already scaled I think it is the only place where they tried to save a klick, but unfortunately at a unfavorable place. (I really don't like it unfortunately). besides the atributes manager it is the most used manager for me and one of the biggest reasons I have my problems with blender and its invisible and not accessable transformation that happens with parenting.
  9. That list would be very interesting πŸ™‚
  10. That was absolutely true for most of the over 20 years I worked with it. The concetual quality was not only seen in the the stability and interoparability but also in the UI which was not just good to look at and good readable, but also very efficient. Today I still would say, that maxon is trying to work on a great conceputal Base. As the new Node core is a fantastic concept and this will be well visible. when ever this is going to be. But for the UI and UX I have to say, that Maxon made quite some steps back in the last couple of years. I am not just talking about the bad readable new icons (and the lack of them) but more important contrast and space. the navigability is reduced, as everything is packed everywhere. a open pop up dialog is hardly to find on top of the cluttered UI. everything looks the same, as all spaces where eliminated and unclickable UI elements where reduced, just to save a bit space in a time where the amount and size of monitors are no problem anymore. And many things that where just one click away now need two clicks. for example everything in the active corners which change the aspect racio of the 3D view when opened. imho many new features have a UI and usability concept that is more complicated than necesarry (with the exception of the new modeling modifiers for example). thiswhole experience even gets worse, as you get the impression to work with a piece of software that is partly of different ages. a bit like win 10 with some new style menues and some that look like win 3.1.
  11. I would love to get anwers for this questions, but some questions might (as you sai) not deliver usable results. I would maybe ask for core count instead of precise processor for GPUs I would just ask for AMD vs Nvidia. main software will not give any usable result. compositing lacks resolve/fusion as an option. you could also ask for RAM size. Amount of displays and so on. But you will never get more than a fun thing out of this in such a forum, as the amount of people is just to small and preselected.
  12. imho S26 is the best release for a long time, but I am in no way surprised that people react over negative to unfinished features, as this is what c4d users got for quite a long time now. In combination with a history of never ever again touched features it can feel like c4d gets replaced by a unfinished beta software.
  13. thanks for the answer. I guess I will get used to eventually, but for me (after trying it) all this is much to much change for a already good UI. inho most of it was just unnecessary. and the new icons are much worse readable. the last UI Change I think It was R8. basically was just a change of icons, because the userinterface was great already in R6 which I started with. Coming a so long way, It is just difficult to change habbits. all of this was said many times, but to put commands just into the rightclick menue makes c4d even mor feel like Blender and that is something I really don't like, as I am fighting hart to find my way into blender for some years now and I really don't find it to be a good target to aim for UI wise.
  14. Do you know if this is the only place to find it? I am working on R25 and also have problems finding stuff (much more than I thought I would) If there where several commands only reachable throug right click menue that would explain it. I am right now working a lot with shift C, but if they change the names of the commands, than I can't find them there, too.
  15. Thats a bummer, I didn't know this 😞
  16. Jops

    UV Projector

    I have misst this last time. This is awsome! brilliant! It needs much more Attention.
  17. that was fast πŸ™‚ Its a really interesting piece of software. I had the chance to beta test a little bit and must say, that in the most regards it is a great upgrade to the viewport rendering in C4D. Also really nice is its support for object and material passes, SPAO and a depthpass. Unfortunately it is subsciption only now.
  18. I am by no means a watercooling specialist. I prefer air cooling. And if I am wrong, then please correct me. But I think, that the pump should spin independently to the temperature it at least should not switch off like some bioses do as a preset with the cpu cooler. So I would try to set the cpu_Opt fan/pump. to 100% and see if it helps. The ventilators I would put on the regular cpu fan socket, so that they spinn when the cpu gets hot and not when the case temperatur changes.
  19. - maybe check if the pump is connected to the right socket on the motherboard. as far as I understand it it should not be connected to the cpu cooler socket but instead the ventilators should be connected to that. - check the thermal paste. update the bios of the motherboard. - feel if the pump is running (vibrating). - the pump should be in a place where it always gets water / where the water flows to basically as far down as possible. that said it normally is good enough if it is not at the top.
  20. I find the change in tone interesting in this forum and on other places in the net. The last releases we got to hear, that all is negative all the time, and that comments in the internet are toxic anyway and therefor not that important as it is just a part of the feedback. Now look at this. everywhere I look I find well balanced and positive feedback. So maybe the quality of an update and the spirit of it for example not to increase prices (when ever there is a chance) has an influence on the feedback in the end. I really hope, that this defines a new direction and is not just a slip up.
  21. If you have a RS subscrition you get GPU. If youbonly have c4d subsciptiin you get RS CPU
  22. They want people to pay extra for the GPU und maybe even more important they don't want to be the only state of the art GPU renderer that sells a perpetual license even if this means that someone pays 3600€ for c4d perpetual. Not even for one GPU, because they are developing speed fast. We can have a nice discussion about that. But at least this construct allows maxon to setup a new base for the future rendering part of c4d. I am surprised, that they kept the physical render engine in the system.
  23. maxon can be so happy that there is Chris Schmidt. He really is miles ahead in presenting the features compared to Maxon itself. The new release is the best for some time now advancing stuff that many users really need. besides the nice modeling addons. I really like the zremesher. maybe one of the more important changes is the task manager imho. depending on how good it works this really can be helping not to loose data, just because you changed the cloner to a high number by mistake. The cloth simulations seams to be the beginning of a new unified physics system wich is neat. For redshift CPU. We will see, if maxon just added another not used render engine to c4d (there already is a history of that πŸ™‚ ). besides making redshift usable for any hardware this move obviously tries to ad a not to good usable renderer to the cheap base version of c4d πŸ™‚ we will see how this plays out.
  24. yes I know that, but are all deformers for example now rebuild with the new nodes? Yes there will be more information dripping in here into the forum in the next weeks for all those who come here everyday and read through all the toppics πŸ™‚.
  25. That was it? I thought we would get a bit more information. No information about UI icons, or if Redshift CPU is replacing physical. do we have 3 different render engines with 4 different material systems now? what about capsules. there have to be a tone of developements there?! what about the new core? Is dynamics the next thing after modelling? so many questions and so little information. I cant download the demo I get a error code.
Γ—
Γ—
  • Create New...