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Everything posted by keppn
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So they found the "Einstein"-Tile (as in "one stone")...
keppn replied to kweso's topic in Discussions
Redshift-Users can also get a "No-Tile"-Shader on this OSL-Repository. It randomly scales, rotates and blends a single non-tiling texture; for simpler organic stuff like outdoor-ground, it works surprisingly well. https://github.com/redshift3d/RedshiftOSLShaders -
Hey Ras, you can add multiple audio-files to the timeline: Make a null object Drag it to the timeline (dopesheet) In the Dopesheet: Rightclick -> Add Special Track -> Sound Now you have multiple audio-tracks in the timeline. In the Attributes Manager, you can "mute" a track by unclicking "use sound". The respective audio track will be grayed out, so can see in the visual representation which audio-track is active. Muted tracks can still be referenced by other parts of C4D, so this should work for you. Please make it a habit to render out only image files from C4D. Sound and Effects should be added in AfterEffects/Premiere/Whatever. Directly rendering movies including sound is quite prone to error and not as flexible.
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It's included in the Maxon-subscription and pretty well integrated, so it's almost the logical move. Anyway, I'd try out the demos for Redshift, Octane and VRay. They are all quite similar. Redshift ist the fastest, but also a little barebones - like a racecar 🙂 Speed is crucial though - it allows for more iteration, earlier free time or higher quality (Depth of field, Subsurface Scattering, GI...) in the same time envelope.
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I made a quick test to compare rendertime with Redshift on a RTX4090. Resolution is 4000 x 10000 px, Rendertime ~ 55 seconds. So yeah, changing engines would most definitely speed up things, even on other GPUs.
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Yes, there's a switch in the Redshift preferences; you can still use the older Xpresso-style-Shadergraph or the new nodes. I admit, I'm still using the old Shadergraph... I'm used to it, and I find it easier to read. It's somewhat finnicky, though. Maybe it's time to adapt now...
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Redshift's Flakes-Shader is really nice, too. (A similar solution was already available via OSL, not sure if this is different at all, but much more convenient) A caveat: The Flakes-Shader goes directly into the material, not via a Bump-Shader, like every other thing. I know, I'll forget that at least 30 times 😅
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Aaawww, 'Thicken ' + Fields is exactly what I need for an upcoming scene. Very good timing! 😄 Sure, I may sound like a fanboy, but I love the way the features build on top of each other... 904113844_Aufzeichnung2023-03-29181230.mp4
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I didn't have the new Commander (Shift+C) out of the box. I had to reassign the shortcut to the new Commander: The new Commander is so cool! 🙂 I don't think I'm going to touch the menus in the foreseeable future...
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The Maxon One Spring release has arrived: https://www.maxon.net/en/article/spring-2023-maxon-one-release-adds-extraordinary-value I'm excited about the Redshift-News, off I go exploring! 😄
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Epic Games announced that the marketplaces of Quixel, Sketchfab, Unreal and ArtStation will be consolidated to a single huge marketplace - www.fab.com It seems they're going platform-agnostic with all assets, which would be a great benefit for users. Sellers of assets will keep 88% of revenue, which sounds somewhat reasonable, too. I'm slightly optimistic that this will be a good thing for the industry.
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They said in the end of the video: "Dev-Box with hi-end Intel CPU and one RTX4090" - so pretty off-the-shelf-stuff. But I think Unreal is still dependant on a DCC feeding it assets, because it's toolset for creation is limited?
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I built a small landscape recently in C4D. Though using Redshift and Quixel assets, I didn't come near this level of detail, because iteration-time slowed significantly with every level of detail. To see Unreal procedurally adapt mid- and small-level detail to user interaction on a macro-scope _in realtime_ is just... just... it makes me question all my software choices 😞
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Poll - What do C4D users need most after the latest update ? (Closed)
keppn replied to HappyPolygon's topic in Discussions
I'd like a shiny new, full-fat, highly-performant particle system that also enables fluid and granular solvers - preferably working in a unified system with cloth, pyro, etc. I'm tired of paying Insydium and waiting for substantial performance increases.😕 -
Are there any Ivy generator alternatives for C4D 2023?
keppn replied to Stefano Strika's topic in Cinema 4D
Perhaps Insydium Taiao is suitable for the task? I admit, I have neither experience with Ivy generator nor with Taiao 😅 https://insydium.ltd/products/taiao/ -
I can't speak for Octane at all, but if you're going to use Redshift, a split GPU setup really makes the difference.
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I would recommend a dedicated midrange GPU for Desktop and other Apps. Add to that highend GPU(s) that are reserved solely for Redshift rendering. Downside: Hard to cram everything into one case with good thermals. Power usage. Right now, C4D can't use the secondary GPU for simulation, but maybe that will be configurable in the future. Benefit: Your overall system stability and responsiveness will improve big time (and also circumvent that nasty nvidia VRAM-bug, that hampers rendertime by not freeing VRAM properly). Also, you can work and render at the same time, which for me is a big plus. When doing lookdev, you can have C4D viewport run on the desktop GPU with all the bells & whistles and simultaneously have a lightning-quick Redshift IPR running on the render-GPU. That works really nice.
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From the perspective of a casual bystander, Chester made an incorrect assumption about Allenhanford's experience - but did so in a polite, helpful way. Chester, maybe it's better to keep answer's simply factual Allen, you could have just thanked Chester and corrected his assumption in an equally polite way. A question was asked, a helpful, correct answer was given, no need to fight. Please keep it civil folks, it makes this forum better for everyone.
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And: freedom! 🙂 flexiblecan.mp4
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Very broadly like this: Make some basic, low-poly shapes Put them in the volume mesher Adjust the radius to make the objects flow together. Adjust the low-poly shapes as well, when needed. This is a push/pull-step Add a smoothing filter to the volume stack and put a cache layer on top for performance Satisfied? Now Put the volume builder in a volume mesher Adjust the volume mesher so you have detail in the right places. This can be mid to high-poly Now put the volume mesher into a Remesher-object and set it to "ZRemesher". This will give you nice, clean topology. Here's a video of the new radius feature and a screenshot of the whole Volume Stack. Nice thing is: The whole setup is completely parametric, so you can still add detail at the volume level, for example. yeswecan.mp4 As you see, this can't compare with proper SDS-modelling, but it took me literally 60 seconds to achieve and will render nicely. It's a good alternative to have in the toolbox 🙂
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I'd like to add a pragmatic suggestion about choosing your workflow: If you need to deliver renders to a client, I'd go for the volume builder. You'll be finished faster and have time for other things. The quality may be only 90% of what could have been achieved by SDS-modelling, but I doubt people would notice. If you need to deliver open files, show off your skills. Do it in SDS-modelling, make the cleanest mesh possible and a tidy scene. Name and document everything, including speaking names for texture maps etc. People receiving your file will not only thank you, but remember you as a professional. So, make sure you leave your contact info in the scene file 😉 If it's for a personal project, ok, go for it and learn. I'd still model something appealing, so you have something nice for your portfolio. That oil can... you can model that in the best way possible, and I'm sure, the quad-evangelists of this forum will approve, but in the end it will be well-modeled atrocious can 🙂 Make something completely beautiful instead!
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No problem, and I didn't mean to flame. I don't know if you are in a role where you have any say in this. But sometimes you can sharpen your profile and gain clout by giving a clear judgement and making an alternative proposal. If that applies here, is up to you 🙂 (Also, I have begrudgingly modeled some garbage product designs in my time, no worries, hahaha 😉
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Or just propose a new design, because that thing sure is atrocious 😅
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My experience: Embergen is a wonderful tool. It's super-performant, has modern UI/UX and it produces fantastic results. While it's fun to use and play around, interoperability with other apps is quite cumbersome and error-prone. Pyro is surprisingly performant as well, but it's not a looker in the viewport like Embergen. Final results are in the same league, though. Pyros huuuge benefit is being natively in the scene. Interaction with other objects is easily achieved and iterated upon. The overall believability of your scene improves much faster this way. Personally, I was a huge Embergen-fan, but I haven't touched it anymore since Pyro blazed on stage 🙂
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I'm coming to the site mostly on mobile. The red banners are piling up, do I get one for every payment I made? 🙂