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Smolak

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Everything posted by Smolak

  1. I don't know if this information is well know here but 3D Max has Indie license for $305 yearly ! Compared to the new Maxon prices it looks really bad for us.
  2. It would be great to see inside how it was created.
  3. Ok I found solution and reported to Maxon - Redshift background renderer for previews cause that : OSL_solution.avi
  4. Tomorrow I will start project for client that will be intensively use OSL code for parallax interiors. At the moment I don't know that within three days within I finish model Maxon will have hotfix or I should doing it in 2024. Good that I tested it before. Really very bad.
  5. Do you know that OSL completely doesn't work in 2025 ? Even scenes created in 2024. OSL.avi
  6. Right but we have near ten interesting scene nodes which are Maxon One exclusive.
  7. We can expect some love for architectural visualization market in near future : https://www.linkedin.com/jobs/view/4021833099 I'm very excited about that !
  8. Or use hair guides which you can paint over surface too.
  9. It is already announced Cinema 4D 2025.0 - September 10, 2024 – Knowledge Base (maxon.net)
  10. Maybe projection deformer on points-object can help.
  11. Why not to use the same noise to drive clones visibility by effector ?
  12. Why not to use points, vertex in Cloner as positions for clones ? You can easily create points manually for exactly trees placement and still drive their distribution by shader.
  13. My friend who works with 3dMax from years told me that this is the most crashy software in the world. He compared it to Maya, Blender and C4D also. Probably he not use C4D often. But 3DS is industry standard probably because of plugins to be clear.
  14. Mainly GPU renderers are like to crash often. There is no situation where they exactly crash. I noticed that Octane and Redshift can crash mostly during material node manipulation. Sometimes Redshift can crash during simple camera rotation in large scene if he didn't finish refreshing OGL update materials. This is why I disable OGL materials preview in large scenes. Also it is much more responsive after that.
  15. But see - how simple it is to find and use in Maya and how complicated in Cinema 4D... Main problem is that Scene Nodes live in different universe than XPresso.
  16. Version 2 without the need of temporary polygon but it needs two matrix objects - one for projection, another to create matrixes on first matrix but after that unnecessary ones can be removed : Matrix_Cut_by_temporary_projection_plane_0001.c4d
  17. This my copy-paste mail to friend from some days ago : "..... I'm very surprised how this engine was grown during this period especially compared to Octane development from last two years which is slow. They didn't implemented most of their advertised roadmap features. 1. As for quality I did many test using different scenes and I must say that I don't see differences. Even Redshift looks better for my taste. It looks more like Vray, Corona in the terms of light transporting to darker areas. I reported this 2 years ago on Octane forum with rendering examples of the same scene rendered in Octane and Corona. Octane needs much higher material brightness to achieve the same results but it create overexposure on areas directly lighting by Sun which needs tonemapping to avoid this. But pure bright material in Octane will always be much darker in indirect light areas than in Vray, Corona and Redshift too. Without denoiser Octane is much noiser than Redshift using rendering clamped to the same time for example 25seconds rendering Octane : Redshift : As you see Redshift is brighter in shadowed part and color transportation is more pronounced but you can lower this by using Redshift diffuse clamping by little : Such thing and many others are not possible in Octane because it is biased renderer. In unbiased like Redshift you have full control about many render engine aspect like light transportation, which object can be visible in reflection in others or even every material can have its own environment map. 2. It is great integrated with Cinema. Materials are correctly represented in OGL preview, fully suport for C4D modern node editor with all features. 3. It has three rendering modes fast progressive just like Octane but for preview because it always be little noise final bucket rendering - clear, insane fast especially if scene grows with many vegetation objects RT on beta stage but this is truly real time, noise free engine just like game. It is only for realtime previews but looks very close to final. 4. It has special sprite node that greatly improve speed of rendering planes with opacity masks like leaves, even better shading : RS ( zoomed ) : Octane ( zoomed ) : 5. Node system. Octane has maybe 3-4x more nodes but to be clear - most of them you never use because there is no need or they produce strange results. Redshift nodes are very well thought out, versatile. Even simple gradient node is more powerful. Mixing materials works like old Octane mix material where you can mix existing materials using material reference node and you can mix many of them. 6. Redshift doesn't have texture displacement which is Octane strongest feature. But it have very good optimized geometry displacement which works like Unreal nanite virtualized geometry system where intensity of geometry subdivision level depends on distance from camera and it can be cut-off on areas which camera don't see. You can freely mix displacements so for displaced asphalt you can add displaced crack decal without problem. Thanks to stacked materials, this decal can be easily put in object just after main material. In Octane truly geometry displacement is terrible slow because it subdivide all large surface with insane amount of polygons. I forgot about one important feature like Redshift Proxy. As you know proxies are insane fast to render especially in animation because they doesn't need preprocessing time and they are very light to interface. 100 hi res trees as proxies are still much better than 100 multi-instances even if their visibility is set to off. In Octane if you want to change proxy material like color, brightness, or texture you must open Octane Standalone and edit them here by "eye" because you use default Octane scene, lighting. In Redshift you can apply different materials to proxy and edit them inside main scene without the need to use external software and scene !
  18. Hi, I tried to create matrix grid but not as rectangle but as custom shape - on displaced ground for example. After many trials I found only one trick using temporary subdivided plane, projected to main ground object and after that matrix with polygon center distribution works like grid mode but only on projected polygon. All other unnecessary matrixes was removed by plain effector with field ( white is temporary polygon ) : I tried to project grid matrixes only but there is no way to remove not needed parts of matrix without removing all of them. No way to select not projected matrixes with mograph selection. Do you have maybe experience with creating such custom grid matrixes ? It will be use with RS Matrix so Cloner is not the way... Matrix_Cut_by_temporary_projection_plane.c4d
  19. Meanwhile I reported this to Maxon and they filled it as bug. Edge to Line ignore selections. random edge to spline.c4d
  20. Right, but this new mesh shouldn't be used in renderer - only in viewport representation. I tried to use visibility tag but it looks like it doesn't work for capsules. EDIT : It can be easily done by using LOD generator. It works fine with capsules as parent. Here is option to define their looks in viewport.
  21. It looks like selections completely doesn't wok for spline outputs like for polygonal node outputs :
  22. Hi, I can't find way to change viewport visibility representation of objects generating by Object Group node works as Multi-Instance generator. Cloner has option to change multi-instances visibility to points, box but nothing similar I can found using nodes.
  23. I noticed that most of the time it cannot be stopped even using built-in task manager.
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