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Everything posted by keppn
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The field driver is such a great universal tool! π₯
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Here's Chris Schmidt's Overview! π
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Btw, can we have another C4D-teaser, please? @DMcGavran π
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I very much dislike the absence of an open roadmap... on the flipside though, the time before major releases still feels like 'the real christmas', even after all those years :')
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Off the top of my head: I think "Liquids" will be added to the new unified simulation system. Personally, I don't think they can compete here with Houdini or Liquigen, but okay, the new particles system is great and liquids won't hurt. Speaking of sims: I really hope for a big, fat "Just cache anything in this scene"-button. Mograph, Dynamic IK, just everything at once and nicely compressed to disk. A shiny fresh viewport please! Redshift is in dire need for an atmospheric model. I hope the groundwork they laid with a revamp of volumes allows for nice athmospherics soon... Hopefully, there are some more performance gains possible as well. I recently opened some older, chuggy scenes and was amazed how much better they ran in the recent C4D. But speedier is always better π Last, but not least: Indie license, please!
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Hey gang, It's almost that time of year again! So, what are your hopes and wishes for C4D's next major release? Do you think Maxon can maintain their recent streak of good delivery?
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Every little step towards standardization of 3D assets across DCCs is very welcome. I hate buying assets with sub-par quality just because I'm used to the 'wrong' DCC. Go Material X, Go USD! Go all standards! π
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Nice Point-Update, I didn't even expect one before the next major release. Also: Redshift finally got a nice distance shader. Finaaally! Next? Please add a full Redshift atmospheric model for all kinds of outdoor scenes. Thanks π
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Here's a nice setup from VideoCopilot for your exact need. It's not too hard to build and works really well:
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It's not very intuitive, but use the 'Flock Modifier' to set a separation between particles. I guess it's not really the same as particle-to-particle-collision, but good enough for piles of sand etc.
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In the cloner, swith from "Render Instance" to "Instances", then it works.
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Btw, if the drone blades are moving all the time, you can perhaps fake it completely and save a ton of rendertime. Render 1 still from top with good motionblur settings, use that image as a texture on a disc and rotate the textured disc slowly. Depending on distance and camera, you can get away with it π
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Try these custom shutter settings, those smooth everything out quite well:
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Regarding Consistency in animation: Here's a test animation using Redshift's new Volume Displacement to add fine detail to a procedural cloud made with C4D's Volume Builder. I'm quite pleased with the outcome! I uploaded the project file here, so you can play around with different noises, etc: 1309818867_ProzeduraleVolume-Builder-WolkemitRS-Volume-Displacement_LY01.mp4
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9 downloads
Here's a C4D-project featuring Redshift's new Volume Displacement-tech. Several Objects and Noises and can be combined in the procedural Volume Builder for the Base Cloud. In the Cloud's shader additional fine detail can be added on top using Redshift's Volume Displacement. Have fun 612397332_ProzeduraleVolume-Builder-WolkemitRS-Volume-Displacement_LY01.mp4Free-
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The volume displacement is behaving nicely in animation. You can even animate the displacing noise itself, which - again - offers so many new possibilities. A bit slow to iterate on, because you need a full rendering of the animation to assess the animation, but cool nevertheless... Only downside, it's totally not-intuitive to setup π
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Today I was fooling around in the new release and the possibilites are certainly mind-boggling. Here's a particle stream that drives a volume builder which is displaced at rendertime for super-fine detail. Nothing special, but it was super-fun to make... and it plays in the viewport in the 20-30 fps range, which is very fine π
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I only watched Chrisβ video about particles so far... my first impression is really good! It's elegantly designed: a limited set of building blocks, but with endless possibilities. I love the shared use of forces, fields, vertex maps, it's so powerful and versatile. And I applaud the simple, visual setup in the object manager. Very well done! π
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That looks like a splendid release! Particles! Volumes! Toon Shader! I hope Chris Schmidt will make another one of his in-depth-videos for this one.
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The NAB-show starts April 13th, it's almost sure the new release will show up then. Maybe even some days earlier...
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While that's certainly true for the old stuff, they continually improved new tech over the last releases. Like Fields, Nodes, Universal Simulation, Pyro...
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By the way, I'd love to have a centralized manager for caching and baking stuff - either to improve playback performance or to just bake things down for eternity. Right now, the tools and options are scattered across the interface. I know nitrobake, but I'd love to have something native with guaranteed compatibility...
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Man, that looks wild o_O Merk is a genius...
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My guesses and expectations for the new particles: Good performance Properly embedded in the new universal simulation system Somewhat basic feature set at launch, but deepened in the next releases Natural behaviour (I hope for good presets/starting points) Easy, intuitive UI As for x-particles - in hindsight, it makes a lot of sense that they broadened their portfolio with Terraform, Taiao, Cycles, Meshtools, etc. Perhaps they knew or anticipated this move by Maxon. Yeah, well, it's quite obvious actually, as particles are so immensely useful. in comparison to my expectations above, i think of x-particles: Performance is mediocre at best, even with the GPU-Nexus-Acceleration It's somewhat isolated in C4D, interactivity is possible, but it often requires jumping through extra hoops It's packed with features, to the point where it's all too much. I kept learning and forgetting stuff at the same pace π. I guess it will take some years until C4D's new particles fully replace x-particles. But maybe it's a lot faster with a fresh new concept. We'll see soon π In my experience, it's a lot of work to make things behave natural. Just some rain with turbulence? It never feels quite right, I feel like I always have to fight that damn thing Watching Bob Walmsley's great tutorials make it look easy, but I keep getting lost in the tabs and sub-tabs of this plugin. It doesn't help that there is no translation for my native language available, which sucks at this price.
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Strange that it's broken now, but yeah, I was referring to the "April showers bring"-post