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Everything posted by keppn
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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 🙂
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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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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 😕
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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 🙂
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I only watched Chris‘ 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! 🙂
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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 😕. 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 🙂 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
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https://twitter.com/dmcgavra/status/1768940118105027043/mediaViewer?currentTweet=1768940118105027043¤tTweetUser=dmcgavra&mode=profile Aha, so this is quite clear: New native particles are coming to C4D in April, supposedly when NAB is starting on 13th. From the Redshift forums it's also quite clear, that a big update on volume tech is coming. Sounds really good to me, I wonder what else will make its way into the release...
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UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (FEBRUARY 2024) - REGULAR UPDATES
keppn replied to HappyPolygon's topic in News
Interesting discussion, good points on both sides! -
The performance boost C4D got in the last release was really refreshing. I think you'll appreciate it 🙂
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This answer is ... somewhat opaque? Shall I clean my coffee machine? Refill my dishwasher with Klarspüler? Wait and drink tea? Quit strong coffee? Expect simulation capacities for suspicious-looking liquids? ... anyone?
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While I appreciate Dave's teasers slightly in advance of a release, I still wish Maxon would publish a fuckin' Roadmap already (Sorry about my french). We're grownups, we can handle a certain degree of uncertainty. But I really need to plan ahead in terms of technical development and Maxon gives me almost nothing in that regard. In other words: Please, just tell me I don't need to pay for another year of x-particles.
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Dave is posting particle stuff all the time, and here is a very telling play of words... Given his last teasers were equally straightforward, I think we can safely assume new particle features are coming in c4d's next release. Which is great! 🙂
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Thanks for the heads-up, but no, it's really obviously a bug, when it hits. I've been working with the same scene in C4D2023, where everything worked as expected. In C4D2024, the same scenefile sometimes just goes mad in regards to layers... Still waiting with a shoe in hand to squash that damn bug 🙂
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I seem to have a problem with layers. Muting or soloing layers sometimes does not fully work, and stuff from other layers remains visible. It's hard to replicate (and therefore to report), so it would be nice to know if this is a known issue?
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What music do you listen when working or for inspiration ?
keppn replied to HappyPolygon's topic in Discussions
I do have a band of my own, so I can't resist this shameless plug 😉 All Artworks made in C4D, btw, check them out: www.hörn.de -
Ouch, now that's not intuitive at all. I hope, Pyro gets some updates here...
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Redshift Noises look very different with changing render resolutions
keppn replied to Rainer Rossgoderer's topic in Cinema 4D
There are known problems regarding bump and rough reflections in Redshift. The most common solution mentioned in the Redshift support forums is to Enable "Legacy Bump Sampling Technique" in the Redshift System settings. Rendertime goes up, though... In any case, please open a support ticket in the Redshift forum. Staff is super nice and knowledgable, and it would help to bring additional awareness to the matter.