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keppn

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Everything posted by keppn

  1. @stepahneFont Maybe you can describe what you want to achieve in particular. Maybe there's another approach to the task?
  2. keppn

    Important Notice

    @IgorCould you please enable one-time-payments additionally to the subscription? I'd gladly renew the membership myself, I really loathe automatic renewals. Thanks for considering.
  3. I think he wants to apply a recorded set of actions automatically to a set of C4D-Files prepared in a folder -- like photoshop Actions applied via batch processing.
  4. I never really understood why, though? On my threadripper, I'd be willing to set aside one core just to listen to my panicked "Oh sorry stop stop sToOoP!"-Esc-Smashings. I manage to lock myself in such situations pretty easily and all the time 😅 Maybe the new task manager can at some point bring better responsiveness with simulations etc?
  5. keppn

    Important Notice

    A solution in this case must be written like this: "I have a solution for you! Step 1 - Make it editable Step 2 - Select polys Step 3 - Extrude Step 4 - [ Please pay €2 to unlock ] Step 5 - Problem solved" Hmmm, when reading this, I'm not sure I like my own idea 😅 But then again, the business side of things makes sense. Hmmmm 🤔
  6. keppn

    Important Notice

    I've been reading Core4D for a long time, but only became more active in the last several months. I really like the knowledgable, open and friendly community here! I'll gladly pay to stay. 🙂 Now, let's change perspective and put on "business glasses" and look at Core4D. (Yeah, doesn't feel too good, but anyway 🙈) The "product" the active part of the community generates is help, answers, ideas. This "product" is in "demand" by occasional or mostly inactive visitors - people having problems that are too specific and seldom to get covered anywhere else. Maybe a business solution for Core4D could revolve around this offer and demand? 1. Occasional Users ask 2. Experienced users answer 3. Occasional user pays a little amount 4. 50/50 Revenue-split for Core4D and the Experienced user who provided the answer 5. Everyone wins.
  7. Hi all! For an upcoming project I need ready-to-roll C4D+Redshift interior scenes and assets. No time for conversion/rebuilding/retexturing, I need a flying start here. Of course I'm ready to lay some money on the table for this luxury. The usual suspects (CGtrader, Turbosquid, etc.) only have a veeery limited selection. Any ideas? A kind of "Quixel Bridge, but with modern assets" would be ideal. Thanks a lot!
  8. I like the serene tone of the trailer, quite unusual for a blockbuster. Visually it seems to have almost plateaued since the first one. Which makes it actually so much less impressive, since realtime graphics have gained so much ground. Superficially, Horizon: Forbidden West really isn't *that* far away from this showing....
  9. Thank you, I too found the exchange worth having. And it's totally ok to not agree 🙂 Mech-Engineering? Sorry, that's not me 🙂 I have different profiles for every platform.
  10. @IcecavemanI am a contributor and reader of the Ars-Comments-Section for many, many years. I know the benefits of the system *for this community* first-hand. Because of the similarities of the communities I brought forth this suggestion. Also, in fact because it is such a healthy community with working moderation systems, it is immediately visible even on a superficial visit. Please just try it. You will see, that the community rewards insightful or well argumented posts, which enrich the discussion. The signal-to-noise-ratio is very strong. I am very well aware, that the described mechanic is not a solution for every forum or community. You need to have a critical mass of people who have the well-being of the forum in mind. Otherwise it would derail into Dopamine validation, that's true. But this scenario is not true for Ars, nor Core4D.
  11. Please visit Ars Technica to see that this is indeed not the case at all. It's a highly technical community with very vivid discussions, and the mechanic I described just helps the community to stay on topic. Also, we already have half of the mechanic in place here (the upvote.part) To add: I find "ignoring" not helpful, because it creates filter bubbles and fragments the community interaction.
  12. Ars Technica has one of the most civilized and rewarding communities, and their exchange happens in the open comments section of articles. They have a simple, but effective mechanic in place: + Posts can be upvoted. Upon reaching a certain amount of upvotes, the posts get additional stickers to stand out more - Posts can be downvoted. Upon accumulating a certain amount of downvotes, the post is collapsed into a single line that reads "Downvoted heavily. Click to read anyway" This mechanic is effective to extinguish single flaming posts, without censoring stuff or completely blacklist users. Of course it can work only in a healthy community - but this, we have 🙂
  13. I usually work with lots of layers to manage viewport performance - most of the time, the biggest part of the scene is turned off completely via layers. In this use-case, it's rather cumbersome to edit and manage materials, because I don't want to touch the layers at all - they should stay off, but I need to activate them, just to get to my materials. Material folders would be a very welcome addition for me!
  14. Nothing is a 5 min-task in production quality, regardless of software.
  15. Thanks for the examples! The ropes are quite impressive. The cloth not sooo much - very responsive and art-directable, but all simulation results I've seen so far (including this one) are more in the 'cartooney league'. I'd love to see something like this Marvelous example done in the new Cloth sim. (Sadly, I can't try it myself, since I get stuck in viewport freezes very soon)
  16. Finally I was able to spend a little time with S26. Here's my unstructured collection of very early impressions. Everything compared to S24, since I slept over R25 🙂 Quicker Startup S26 is a lot quicker to start than S24. Could be plugin-related, nonetheless: cool. New theme It's okay-ish. I took only 2 hours to get used to it. I get the style they are going for, but I found the old Icons hat better legibility and better color separation. Renderview still wastes a whole bar of empty space when docked. Overall: = Z-Remesher This is so friggin' cool. The algorithm is fantastic, and it can be used in a procedural way, like Chris showed in his video. I see so many situations where this allows for faster & cleaner workflow Overall: ++ Modelling-Tools I'm no big modeller, but I swear, there's a new tool for every problem I once had and could only solve by pain 😄 I especially like: There's not a ton of cryptic options per tool, they work pretty much as expected. Very artist-friendly. Overall: ++ Task-Manager Very nice. I docked the full thing in my layout to always see what's going on. There's room for a lot more stuff though that could be displayed here. Sadly, it doesn't solve the problem where you could still lock up C4D accidentally by input mistake ( like, 1000 clones of something heavy). I hope, one day one of my cores will be reserved just to "Esc out" of a lock-situation. Overall: + (but with looots of headroom) Simulation I only played around with a basic cloth sim. The settings are much more managable and intuitive. Performance is ok, but as soon as you move to "Marvelous"-territory, resolution-wise, you basically get the same performance as Marvelous (like 1 fps for something really dense). Interaction with all the known tools like wind, etc. is very nice. I do have some major technical problems with the simulation, though: I get the dreaded 'viewport-freeze' quite often, Could be an nvidia-driver-Problem. Sidenote: In the light of the new, particle-based and GPU-assisted Unified simulation, it's no wonder Maxon doesn't buy Insydium. Of course they have a lot of catch-up to do, but the foundation of the new sim framework feels much more clean and solid. Overall: ? (More testing needed) Reshift integration RS Objects: This was so confusing at first 😄 But it's actually quite sensible: Change to RS in the render settings, and the RS stuff replaces the regular one. It took me a while to find the RS Volume object for example, but of course it's in the Volume menu now, where it belongs. Node materials: This is quite a change from the shadergraph, but I think I like the Nodes a lot more. No more fiddling connections! Node Previews! And the best of all: A proper viewport preview! The last one makes a much bigger difference than I anticipated. Very cool 🙂 Overall: ++ Redshift XPU That got me so excited. Sadly, with my test scenes, I get around the same rendertime as with GPU only. I'm not even sure it uses the CPU at all, as I can't start a CPU-only render with Optix Denoiser enabled. This was the biggest surprise in the release btw, after the announcement I thought: Ya, ok, this will take 3+ years. Overall: = (I hope they can turn it into a XPU performance-plus in the future) Redshift 3.5 I like the new Standard Material a lot! Way easier to quickly set up a good material, but with all the options still there. Lot of quality improvements in there! RT is still unusable on my machine, I wish they left that a year longer in development. Four decimals precision! (Actually a C4D-feature) This is literally a small change, but what a pain-point that was in Redshift! Yay 😄 The solid viewport representation is the biggest thing for me, personally. Everything feels much more coherent now! Overall: ++ Maxon One I don't have Maxon One (only C4D+RS), but I feel the value of the big package really improves. I loathe zBrushs UI/UX, but it's so powerful. One day, I'll just have to bite the bullet and learn that thing. Big plus included without price hike. Nice! VFX Real Lens Flares looks really good! There's a real lack for a Hi-End-Plugin like this one. Overall: + (getting tempted to upgrade 😄 ) Quirks Redshift Volume objects still have a much too big point size in the viewport The Asset Browser/Content-Library-Move still stings hard. At least performance got better. That's that. Looking forward to hear from your experiences!
  17. Chris Schmidt's S26 presentation is amazing. I think he can talk quicker than I can think 😄 It's thorough, playful, fast and exciting, very well done! The update itself is so packed with useful additions, that it makes me really wonder about Maxon's communication strategy around the time of R25. Why, o why didn't they just openly communicate: "Sorry guys, took us a little longer, we were busy working around Covid. No R25 at this point, but S26 will be amazing. New modelling, rendering, simulation stuff! Thanks for your patience!" The new UI would also be a more complete experience at this point and would have evaded a lot of frustration from the user base. Ok, whatever, on to a bright new future now! Edit: Ah, I forgot to add a question: Has anyone seen a more complex example of the new cloth simulation? As in, comparable to a Marvelous sim?
  18. Also great! Especcially when dealing with Redshift Volumes -- three digits often are not enough.
  19. This is a great addition! I always found C4D lacking in user feedback, I hope this feature makes it more clear whats happening under the hood!
  20. Man, this is shaping up to become a really good update! I'm looking forward to the full release notes and Chris Schmidt's uncomparable deep dive! 🙂
  21. I think I'll just pass out from happiness. So glad I didn't buy another overpriced GPU!
  22. Wait... Does that mean Redshift GPU + CPU simultaneously?! I've got some idling 63 cores lying around that I would love to get to work!
  23. Aye, looks great indeed! I don't need the plugin right now – but maybe a day comes when I need some assets juggled really good? Then it will be good to know a professional juggler 😄
  24. This is realtime from Embergen's viewport:
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