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keppn

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Everything posted by keppn

  1. I'd recommend Embergen instead. It's not integrated as a plugin, so you have to do Extra-Steps for import/export and setting up a Redshift volume material. But - it's a real-time tool. And I can't overstate it: Having realtime-feedback is just fantastic when dealing with simulations. It allows you to make a ton of artistic decisions per session, and it's plain fun. With other tools, I found simulations to become either really painful (waiting... waiting...) or I did settle for a not-optimal-result because I lost patience. Embergen has a free trial (14 days) and some really good tutorials, so it's easy to evaluate.
  2. When I saw David in person, I was just awestruck. Photos simply can't convey the sense of scale and perfect anatomy. It's a miracle.
  3. You could also replace the lights with geometry with an emissive material?
  4. Interesting take! I didn't think about the strategy "own the next big thing by being the major player providing the tools". That would make nvidia a powerful middleman indeed. At some time, I'm going to collect some first-hand experience. The tech is fascinating, and the strategy is worth following (even if only to have a well-formed, grounded opinion on the topic).
  5. keppn

    Raptorize by Maxon

    That was actually funny ๐Ÿ˜‚
  6. @IcecavemanI think you're mixing up Metaverse and Omniverse? One is Zuckerbergs feverdream, the other is a collaborative Workflow-Solution. Daniel explained the latter really well to me here. I had no clue ๐Ÿ™‚ https://www.core4d.com/ipb/forums/topic/116719-overview-of-the-latest-nvidia-omniverse/?do=findComment&comment=746820
  7. @Daniel SeebacherThanks a lot, that is a premium explanation post! ๐Ÿ‘
  8. I spent a little time with Taiao this morning. My very preliminary finding: Good: It's easy to use, quite self-explanatory Presets for trees and plants included Forces (like wind) apply to whole tree/plant Quick results Not so good: Lots of fiddling needed to get from quick result to good result No PBR-materials included Wind on a tree? -> Welcome to 1 fps-country. Forces can't be cached My personal summary: Wind & Forces where the main appeal to me. Otherwise I could just use canned assets with much higher quality and much less time to setup. Performance is typical of Insydium's tools, though. Ok in the beginning, but it quickly becomes really painful. I don't think I'm going to use it anytime soon...
  9. This stuff is so meta ๐Ÿ˜… Could anybody explain to me what is happening here, in broad terms? Are we seeing the beginning of a multiplayer "DCC of DCCs"? Also, seeing all the problems *within* single tools, I just can't imagine any overarching tech working without major, major headaches.
  10. Could be Windows, but these days, every time my computer hiccups, I throw an evil eye towards nVidias GPU driver. QA should be the largest department in every software house, but they forced it upon us users as a hobby ๐Ÿ˜„
  11. keppn

    MAXON is hiring!

    "m/f/d" = male / female / diverse It's required wording for employers in germany and states gender equality.
  12. To add from my experiences with takes: It's very well suited to work with materials, that should propagate or change through different variations of a scene You can build super lean, super smart scene files, that cut your time by factor 10. I have set up a scene with 28 hi-res product scans in several environments, multiple camera angles, material variations and different screen rations. The team receiving this assets was completely flabbergasted how I could achieve this in the given timeframe. You can also build completely messed up scenes where you simple can't untangle the overrides anymore. As in: "Better start from scratch"-spaghetti-tangled. The difference is: You need to stay super organized in complex take-scene-files, and: Pay attention! If you make just a little misstep somewhere: Clean it up immediately, it has the seed of evil spaghetti in it ๐Ÿ™‚ A life-saving feature: You can copy a take to a new document at every time. So there's always an exit-strategy out of takes-land. Chester's advice is also really good. Before tackling a huge job, start small first.
  13. The great @everfreshonce gave me this advice for working with xrefs, and it has never failed me: " use xrefs. no files get ultimatively broken by them, if so itโ€™s easily fixable. but you can avoid that trouble all together, if you obey the follwing rules: never ever tick the hierarchy tickbox in the xrefs options, and donโ€™t mess with the hierarchy in your xrefs. only make hierarchy canges in the master file that gets referenced. untick the โ€œrelative file pathโ€ tickbox in the xrefs options in the file tab right from the get go. thereโ€™s a bug with relative file paths in xrefs, resulting in everything gets greyed out (easily fixable though by cutting the xref out and pasting it in again), but still, other weird things also can happen with relative paths, so better just use absolute pathsโ€ฆ since you are not working in a team it doesnโ€™t matter anyways. be aware that material changes donโ€™t get stored, so make your material adjustments alsoin the original file. thatโ€™s it, if you follow these rules xrefs are perfectly stable and reliable. i have used them in every production since 8 years, never had a single show stopper. and it saves you a LOT of trouble in bigger productions. " Thanks again, everfresh! And good luck, Davetwo! :)
  14. I already expressed my great enthusiasm for the next release (based on Mat's insight here). Nonetheless, I hope for some specifics ๐Ÿ˜„ Best Redshift Integration of all DCCs It's the same roof, so C4D should have a premium RS integretion. Materials in the viewport. New node system with all functionality. Material previews rendering with IPR. OCIO-aware Picture Manager. A one-click "Render beauty + AOVs and export everything to After Effects and rebuild there automatically". Add RS Materials to the Content-Library-Assets. Make RS the standard renderer. Remove the UI deadspace in the IPR. Interactive help like in C4D. Redshift RT is still very early und very unstable, but it should become C4D's viewport, some day. Stability This is aimed at C4D, Redshift and mainly nVidia. A "wrong" nVdidia-Driver-Version can cause troubles without end. How to know the best driver for your config? Forum exchange, try and error. Luckily, there are some really stable driver+software-combinations everytime I had to jump these hoops, but the journey is *SO* painful. Bugs This was the only new feature of R25 ๐Ÿ˜„ Come on now, really Maxon, up your QA-game! Also, there should be *much* longer bugfixing-support for owners of a perpetual license. Release cycle Honestly, I'd rather have only 1 big update per year. Less hassle updating stuff, finding working drivers etc. Maybe more time for QA on your side? So far, I can't see any benefit of the biannual release cycle, only that it apparantly forced you to do the fubar R25-release, needlessly so. Performance This is a broad field. I don't want to dive into details here, I want to express a broad wish. Currently, we are confined to rather small/medium scenes. 2 Characters, a landscape tile, some decoration and boom, you're already operating at the edge of C4D's performance envelope. Very quickly, work becomes about managing ressources, not making artistic decisions. And trying to hide the seams of the performance envelope all the time ๐Ÿ˜• I wish we had some kind of streaming engine for geo. A unified simulation system. A unified cache system. A clear feedback system, that shows me what is computationally expensive and what isn't. I don't know, if the "core rewrite" adresses any of that, I just want to feel some realtime-magic in C4D. zBrush It has by far the best scultping "feel" of any app I tried. It's a mindblowingly good app, as demonstrated again and again by zBrush-artists. But, for the love of all UX/UI saints, zBrush sorely needs a complete UX/UI overhaul. That's one of Maxons strengths. zBrush-Artists defend the current UI, but Im quite sure that is a form of Stockholm syndrome. Maybe offer an "Easy Mode" alternative, here. A very strong "GoZ"-implementation is also obligatory here. My last point is not software related, but regarding communication. Once, an attempt has been made by Maxon towards more transparency. Anyone remember the three-and-a-half blog posts? ๐Ÿ˜„ Ok, now do that again, but thoroughly. Just do it like the Redshift team. Have a nice, active forum with Premium sections for paying customers. Talk with us about problems. Listen to our wishes, in a way that we know we are heard. Share at least a broad roadmap for the next releases. This is by far the biggest problem with Maxon and C4D. You guys are almost completely opaque, and that's a severely outdated mindset for a company that relies on the thriving and the goodwill of a community of communicators. And communicators we are, visual, textual, social. Talk to us, please! ๐Ÿ™‚
  15. Thank you, @HappyPolygon, really useful! ๐Ÿ™‚
  16. I'm SUPER excited about S26, and only because of this one post: https://www.core4d.com/ipb/forums/topic/116497-what-is-an-r20-user-missing/?do=findComment&comment=745276
  17. That video was just science fiction ๐Ÿคฏ
  18. The elephant in the room regarding landscapes in DCCs are the small tiles. It still a lot of work to convincingly fake a vast landscape with a cameraview to the horizon. My very first feature wish would be some sort of streaming engine as seen in games. My PS3 was capable of bigger landscapes than my 2022 PC with C4D ๐Ÿ˜•
  19. I had a similar problem in S24, sometimes the coordinates wouldn't respond or just glitched in a funky way. For me, the following steps helped: - Copy objects to a new scene - Reset preferences - Rebuild UI layout and other settings from scratch - voilร , problem solved and never appeared again I hope it helps in your case, too!
  20. Yeah, presumably the Aces-Tonemapping is applied in the end. Just to add onto Mike's post: I find working with Aces gives much better output most of the time. This color space allows to work with *much* brighter lights. The added energy gives more pleasing results, and thanks to the tonemapping, you rarely have to care about blown highlights. Color response also feels very natural. Everything is a bit more fiddly, but I think it's worth to grab a good Youtube-Tutorial and spend some time on the topic. It's very rewarding in the end.
  21. keppn

    X particles goes GPU

    With Fused, they have started a confusing mix of perpetual and subscription licenses. They should communicate extra clear and unambiguous down the road what's included and what not. The way it is now, it's more like ConFused ๐Ÿ˜„
  22. I don't need a NURBS modeler right now, but it's always a delight to see the natural, hassle-free way of modeling that NURBS provide. Also, I reaaally enjoy the breed of new apps with a super-clean UI and well-thought-out workflow (like Embergen, for example). Judging from the videos, this is also a prime example of good UI/UX. For some people, this is not so important, but for me it really makes or breaks a software. Well done!
  23. keppn

    X particles goes GPU

    Nice to see progress. The preview-video has a strange effect on me, though. On the one hand, I'm excited about a lot more usable fluids, with more artistic decision per session. On the other hand, ocean-scale stuff still seems firmly out of X-Particles' reach. Yeah, talk about unrealistic expectations, but I like to hope for wonders... So, in sum, I'm kind of... middle-whelmed?
  24. R26... is going to be great? I guess you can't say anything specific at this point, but maybe a hint of the broad direction where things are heading?
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