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keppn

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Everything posted by keppn

  1. You could store active projects in a Onedrive-Account and sync that seamlessly. Much better working speed with local files on SSD vs NAS storage or VPN. Library could stay on NAS.
  2. My impression of the liquid tech solely from the presentation video: Performance seems worse than xparticles and even the C4D Realflow plugin It seems like they wanted to make a solution for small-scale hero-style motion-graphic-liquids only? I didn't see an attempt at solving water bodies. Whitewater not available... whaaat? And no, remapping particle speed to color ain't the same thing. It is part of the new unified simulation system, which is actually cool. But the scope for liquids seems so limited, that I feel like it actually devalues the whole simulation systems, because we now see very severe performance limitiations... again. It feels a bit like pre-core-rewrite all-over 😞 I don't get what Maxon tried to achieve here?
  3. I haven't tried the update yet, but I feel need to comment on the presentation... It was sooo underwhelming o_O UDIM... ok, read about that, but why not show a real-world-problem, then the new tools, then the superior final product? Jonas focused way too much on UV-Layouts, and in the end, I still have no idea what benefit I get from this tool. Faster workflow? Higher quality? I don't know. Jonas leaving the presentation was really awkward, why not choose hosts who have enough time to spare for talking to us customers? Laubwerk Assets now available in the asset browser - nice! But why show the variations in the viewport and not with a nice render? I have no idea if these assets are any good (I guess not, since it's all somewhat procedural?) Redshift now officially supports nvidia RTX5000 series. Well, then please give us at least some example benchmarks! "Render 30% faster than on a 4090" would have been really good information. Or show the interactivity boost of IPR on an 5090, to get some "ooOOOOhs" out of the audience. Redshift New OIDN update... cool, but please: zoom in and show an before/After-comparison of the Denoising quality! Give us the dirty details, in this case, they make all the difference. Redshift Portal lights updates... I mean, come on. That was changelog-material, but for the bottom part. No need to show a line on the gizmo to strech out the time until the gread liquids reveal... ... and then Noseman chooses this laggy, 1-fps-scene of a mildly irritating chocolate stream an an alien cake to introduce the world to C4D's long awaited new liquid system? After getting so much flak for the gingerbread teaser? I mean, the gingerbread-teaser's erratic particles are smoothed out, but this looks like liquid tech from the time they made Terminator 2. And then there's scene after scene after scene where we only get super simple, manual-style scenes showing some aspects of the new tech, but Noseman rushes through as if he was embarassed by the shortcomings of the new tech. And there seem to be many? There was not even a mildly complex example; performance was really sub-par (why not get Noseman a 5090 for this gig, if his 5-years-old-hardware is to blame?), no whitewater supported... and the capabilities of the tech were only described afterwards, when the viewers asked explicitly about it. So, all in all, this seemed like a very hastily thrown-together presentation of features that should have cooked some months longer. I really miss Chris Schmidt's presentation of new releases... he perfectly mixed the Wow-Factor about new possibilities with little tutorial aspects ("See? It's not even complicated to set up!") and some interesting technical insights, which made it even clearer what can and can't be done with new features. I hope they get him back for future releases. Edit: This 5-minute read is a much better presenttion of the june update than that whole 30min-Video-Stream 😕
  4. Could you circumvent the problem by just splitting the singular grid-video into separate image sequences?
  5. @BoganTW, I think we properly laid out Maxon's options – it will be interesting to sit on the sidelines and watch how things will unfold. Thank you for the discussion, this feels like internet from a more elegant and civilized age 🙂
  6. zBrush was always the leading app in it's segment, acquiring that app was like getting a crown juwel into the portfolio. Autograph on the other side really is tainted with a first reception of being too expensive, too incomplete and too 'old' (referring to their UI/UX and marketing). In my view, the brand 'Autograph' has little clout, I'm sure they'll drop the name at least. The current app and tech? Well, that's a more complex question. You're right, to suddenly have an almost full-blown competitor to AfterEffects is attempting to wield against Adobe. Would Maxo dare, though? Right now they have strategic and sales-alliances like the MaxonOne+Substance bundles. I guess they actually make some bucks from those cooperations. So, what could Maxon gain if they sever the strategic alliance with Adobe and place an competitor? Not much, I guess, because comping land already is a crowded place. There's the AE-people with decades of AE-projects, -scripts, -plugins, - tutorials. That audience is deeply entrenched. The subset of people who are so pissed by AEs legacy cruft already have alternatives in Blackmagic's Fusion (priced very competitively), Blender's integrated comping (priced even more competitively), with even further options on each end... OpenSource Natron or Hi-End Nuke. What would be a 'Maxon Autograph's USP here? It would need to be better than 20 years of AE-development and better priced than free. Tough battle. On the other hand, it would make sense to port the RedGiant offerings not only to Resolve, but also to the rest of comping apps. Maybe the Leftangle-Team will just port stuff and deal with the comping workflows / tech environment of the other apps. Who knows. In the end, I actually hope you are right and we see a fresh new competitor for the Adobe behemoth, I just fail to see the dollars on that way 🙂
  7. Maxon's news article reads: The people of Left Angle bring deep expertise in modern compositing workflows, and we look forward to combining their innovative approach to technology with Maxon’s creative ecosystem  to build something new together. I assume, at least the 'Autograph'-brand will be dropped, because it's now tainted. I doubt Maxon will build an AfterEffects-competitor since they are so invested in the AE-plugin ecosystem? Also, they operate strategically alongside Adobe, it would make little sense to confront one of their apps heads-on... My guess is, the Leftangle-team will work on RedGiant-comping-plugins like supercomp and magic bullet... but we'll see. All in all, it's good to see Maxon is looking lively, launching new products, acquiring talent, developing things nice and steady.
  8. I think Autograph won't be continued at Maxon, but the team's comping Know-how will be folded into the existing portfolio.
  9. Interesting! I never tried Autograph; their Logo and website were looking so old, I was not convinced of the 'new tech!' claims. But it's surely a smart move by Maxon to acquire the talent behind it. If I had a wish free? A Redshift one-click-solution to render typical AOVs directly into an AfterEffects-Project, beauty perfectly rebuilt, Color-Setup correct, everything just ready-to-go. (For other comping apps too, of course) Thanks! 🙂
  10. Yeah, it's somewhat quiet around here. Personally, my Multi-year-magnum-opus-project has entered postproduction, so all my time and learning goes into AfterEffects and other 2D-tools. Also, C4D as a product has very much stabilized; there was a time of great bitching and whining around the dreaded 'rewrite', but things have gotten much calmer, releases come steady, predictable and - a little boring? It's good the drama is gone, but it also was somewhat lively 🙂 Lastly, Maxon really opened a lot of channels and formats, where users go and take their discussions with them. Also good! Let users prosper in their natural habitats, be it youtube, insta or whatever. Me, though, I am a forums guy, I like it orderly and I like posts made from real sentences 🙂 So, what to do about the calm waters we're in now? A weekly discussion topic? Little contests? Feature wishes?
  11. Nice to see further particle improvements, I like to tweak stuff with handles in the viewport 🙂 The fluid teaser looked waaay better than dmcgavra's post, but it also seems to confirm: only small scale stuff. Hm. I hope at least we get some nice adjacent tools as well, like a performant parametric ocean object... Redshift material viewport baking sounds useful, eager to try that 🙂
  12. Totally cool, thank you! 😃
  13. One thing that irks me with every simulation tech I have used so far: Most of the time I want to emulate the movement of something from the real world, as closely as I can. And most of the time it's endless fiddling with somewhat abstract parameters to achieve the realistic movement I know from the physical object. It really should be the other way around. Let me make my object, define it's size and weight and then let me choose from fine-tuned, well-tested presets. That's water! Or milk. Or sand. And then offer an advanced mode where I can fiddle around with advection and all the stuff 'under the hood'. But really, let me express my artistic vision through my everyday-knowledge of the real world. I don't want to study particle physics for any simple sim I do.
  14. Hmm... I'm not too hyped about that tweet. For a small-scale fluid sim it looks unstable and glitchy, I'd expect new tech to totally nail that usecase. Going further, I don't expect Houdini-level Ocean stuff, but Maxon could differentiate by comfort and accessibility. Give us a ready-to-use toolset for everything up to pool-size sims, with a Hot4D-replacement (Deformer for Ocean-Waves), automatic dynamic compartmentalization, Fake & real foam, Materials for Water, foam, bubbles, etc. etc. The new particle system is designed incredibly well, so I have high hopes that Maxon will deliver something good, despite that tweet...
  15. @Cerbera Fair point about the white noise / wasted time, I can totally see that. So, yeah, empowering Maxon's support team to dish out small doses of Extra-Maxon-One to helpful customers would be a perfect middle ground. Maybe someone @Maxon with decisive power reads this 🙂
  16. Hm yeah, it's really time for some industry standards like materialx to become widely adopted. Recreating materials for another engine is sooo cumbersome. Anyway, as a C4D/Redshift-user, the addition of the Laubwerk-catalogue is a real value, nice!
  17. And, to bring some perspective to this discussion: 3 days of bug-hunting would be the job-equivalent of 3 days x 8 hours x € 75 rate = 1.800 € That's already more than a year of Maxon One, and I'm only asking for a free additional month.
  18. It's good to hear, that Beta-Members are rewarded for their contributions. The thing is: I did not sign up to be a beta tester, I just want to get my work done. But when a showstopper-bug like the one described in my first post creeps up, I find my self suddenly and involuntary in the role of an unpaid Maxon Quality Assurance employee. Not because I want to be a bug hunter, but because I must, to hold my deadline. Bottom line is a clean, pin-sharp bug-report with videos and reproduction steps – and for this, I should be compensated, too, even if it's only a gesture, a small thing. The whole "regular users as unpaid bug hunters" is also creating a vicious cycle: Maxon can save the dollars on an expensive Inhouse-QA and race the race for more new features - which again create more bugs, which doesn't stop them, because QA is done for free by a lot of users. If you sign up as a honorary bug-hunter, it's of course a good deed, and I applaud and thank you for it. But my time is too sparse for that, and right now, I involuntarily donate it to Maxons product quality for free.
  19. Hey, I spent the last three days working around a new bug in C4D 2025. I found the issue 2 hours ago: If you dock the new 'Object Profiler' to your layout, a render-sequence with motion blur will freeze after completing the first frame. The thing is: I get it, software is complex. 3D is super-complex. QA is hard. Support is very good, but they can't solve every problem in an instant. So when I spend three days doing Maxon's Quality-Assurance job, I feel like I earned the right to be compensated for that. It's three days doing Maxons job, and not my own. And the reward for a clean, confirmed bug report would be actually super easy: It could earn me for example an additional month for 'Maxon One'. Or three months, if it is a severe bug. C4D today has a premium price tag compared to other DCCs, and it would fit that it would reward users who actively work for a premium quality of the app. It's not about the money, it's about acknowlegement. So, if you are @DMcGavran or someone else close to Maxon reading this, please consider this. Thank you.
  20. or... a skateboard-sword! Skatesword! 😄
  21. Okay, Maxon Support was able to reproduce the problem and filed it as a bug. Still strange that it worked in C4D 2023, 2024, 2025 until recently and suddenly it's a bug? So weird....
  22. hmmmm... I found a workaround: - Drag the alembic to the timeline and bake points - Make a new Posemorph-Tag on my cloth-object - Reference the bake in the new Posemorph-Tag. Now it updates when scrubbing and rendering. But how on earth is it broken with the Alembic in all scenes in all C4D releases?! I filed a bug report with Maxon, I feel there's something fundamentally fishy here... 🤔
  23. I just re-installed C4D 2025.1, completely fresh, no plugins - still broken 😞
  24. Hi Core4D! Please help a lost soul: I'm working on a project for several years 🙈... and now, in my very last scene, my cloth rig is broken 🤣 I made a Marvelous sim for my main character, exported to Alembic. The Alembic drives the 'real' textured cloth via a posemorph tag. That worked flawlessly for ~ 100 scenes. Today though, the posemorph does not update in the viewport or in renderings. It still does kinda-work though, because when I change some setting in the tag, it updates – but only once, then it's frozen again. See my screenrecording. The super strange thing is: - This is broken in ALL of my scenes - The problem is in C4D 2023, 2024 and 2025 - As I said, it worked in the past, and does update manually, but I can't render I included a simplified scene without textures. The right garment should follow the movements of the left garment. Thanks for having a look! posemorph not updating.mp4 posemorph not updating.zip
  25. The field driver is such a great universal tool! 🔥
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