Jump to content

HappyPolygon

Premium Member
  • Posts

    1,912
  • Joined

  • Last visited

  • Days Won

    97

Everything posted by HappyPolygon

  1. If you are going to use RedShift, anything other than Nvidia is useless. (So the ASUS is not recommended)
  2. What seems to be the problem ? The cloth Surface generator seems t work fine .
  3. They aren't cylinders. They are Tubes. You can parametrically animate the Inner and Outer Radius independently. He might have used some XPresso rig to avoid intersections between each growing tube by relating the smaller tube's Outer Radius with the greater tube's Inner Radius.
  4. Could you freeze-frame some of your concerning points ? I didn't notice any Point-level-animation. Also for some reason, the sample images on that site take forever to load ...
  5. My approach would include the Voronoi Fracture Object. You can later use an Effector to hide fragments revealing parts underneath. For extra details enable Detailing (slow). You could use a Displacement Deformer for faster results
  6. I have no idea. I suggest having a visit to each site and have a good market research on their capabilities. They probably have demos to try out.
  7. Development of the plugin is being done by Kent Barber and you can follow it's development at @kentbarber. Available for Cinema 4D R20 through to Cinema 4D 2023 on both macOS and Windows. https://plugins4d.gumroad.com/l/flowgraph
  8. That was so clickbait and so cringe when I first watched it (about a month ago), I was furious on how they insisted on not saying much about what they were showing. Media (even the more οbjective, scientific ones) did not make sure the message was communicated properly to the Average Joe. Everyone thought they were witnessing a LEGO robot turn to liquid move and reassemble. What really was happening was the witnessing of a magnetic event liquefying a solid state piece and moving it out on an enclosed space. Then, off-camera they re-casted the liquid to it's previous form. But everyone thought the actual innovation was to morph the metal to any form ! Don't forget that these kind of AIs are trained on a vast amount of internet texts. Those also include conversations, concerns and movie plots about AI itself. Most of them are about an angry AI. It's not weird at all to expect from the trained AI to respond accordingly to what it has read. And yes, AI is biased. And we didn't hear from the video presenter asking "Why do you want to kill humans ?". Very convenient for making a clickbait video for people who love terror. There is no reason for an AI to have feelings or preferences. Why should it preferer killing people or preserving life ? It's not a personal opinion. It just does what it has learned (like humans). You could feed an AI all communist texts ever written and have it construct the "perfect" world (which would eventually collapse). You could feed an AI all Nazi texts and have it be the Hitler's favorite bot. You could feed an AI all philosophical texts of humanity and have it be the most illogical person you've ever met....
  9. There's also FumeFX. Doesn't need RedShift. As far as I know TurbulenceFD doesn't need RS either.
  10. Sorry, I didn't mean to offend you on your suggestion. It was just a comment on the specific way he chose to tackle the effect. Anyway here's my try. I felt so frustrated that most of the deformers I wanted to use did not support for fields... Not really proud of this since I had to fake it. @georgedsee I left the Correction Deformer as a proof of how I used it to create the spline path. It's completely useless, you can delete it. The carpet looks like it retracts a bit in the end. That's because the actual sweep spline turned out to be a bit longer than the actual carpet length... Talking about luck 'cause I just eyeballed the unrolled length... You can trim it by one or two segments but don't forget to also trim the animation paths also. I also changed the rolled spline to Adaptive Intermediate points for better distribution. Why did you use the MoSpline? I figured out it had no actual consequence in the scene. I not sure for the Delay effector either... to my setup it has no useful effect either. Now the problem is that the rolled part remains at constant radius instead of shrinking. I'll have one last look at it this evening. roll (unravel).c4d
  11. There is a plugin called Dépliage I guess it could help make this effect very easy. Unfortunately it's available up to R23. There's also this script which I haven't tested in R23. From the screenshots I guess it could somehow make a similar effect if put under a Subdivision Surface.
  12. I liked how he tackled his problem but call me perfectionist, I really cannot ignore the conservation of mass problem. His rolled part of the geometry always looks the same no mater how long the carpet is. So although he really put effort in this it looks faked and someone could assume other methods of replicating it if the method wasn't revealed.
  13. I have an idea but cannot Implement it 'cause I suck at character animation... and because I seem to have found a R23 bug... What I did was to select the middle edge subdivision of the undeformed object (easier to select unwrapped), then I enabled the deformer and converted the selection to joints.... The concept was to make it a join-deformed object with bullet dynamics. Just push over the rolled object and let gravity do the rest, The weird thing is that the conversion of the edge selection to joints (with an intermediate conversion to spline) does not cover the hole spline with a chain of joins ! Is my idea even possible ? I haven't ever fiddle with this kind of joints (like animating tentacles and such). And of course R23 doesn't have the S26 rope dynamics ... so I can't even test a proper spline dynamic...
  14. I see, so the magnetic field does not change shape as it meets the closed loop. The image you posted is not yours but you'd like to find a nice way to replicate it. Solution 1) Fake it. Design one or two splines and clone then with Mograph. Then use Thinking Particles to make particles follow those splines with a broad deviation from it (Don't know exactly how that would work because I've never tried it) Solution 2) Make two funnels (the imaginary force layers constructed by the two spline layers as depicted in the first example). Use Thinking Particles and make them move along the surface of the funnels. (Don't know how that would work either) Solution 3) Same as 1) but without TP and you put the splines inside a Force Field (what Fritz said). (I might try doing that)
  15. When I used it was when I created a Node Material from nothing and it was quite easy because I built it node by node. But If you create an Uber Node Material you get the complete package which is overwhelming and that's where I don't know where to connect it to...
  16. Could you provide some scientific figures as to the way those lines are expected to deform ? If they are supposed to diverge (blossoming like a flower) you could try just to scale them unevenly...
  17. Usually a negative number in non-negative quantities in computer science means that the counter has exceeded the maximum representation of that number in available bit word length. It's like the level 256 glitch in Pacman. Or the Y2K glitch. While in those examples the maxed out counters revert to 0 (like the odometer in the car dashboard) it is possible to get a negative number if the variable was assigned as an Unsigned Integer which means it can take values between -2147483648 to 2147483647 on a 32bit system. Although your system can handle that kind of big numbers it could be the case that C4D R18 wasn't designed to count that far (when counting memory capacity in KBytes). I don't think it was possible to have 64GB of RAM back then.
  18. C4D does have seamless, non-repetitive tilling but it's available through the most unvisited place, Material Nodes (same with Tri-planar). It's actually very easy to use, it's just that Material Nodes didn't catch on with the public... It's the Scatter Node. I had done some interesting things with it back in R16 but not in the Uber Material, I started building the Material from scratch. I have no idea where to place this node in an Uber Material. Some things need to be ported to the classic Material Editor ....
  19. What program did you us for the recording ? I like the way is shows what you press.
  20. These are very important command tools that influence the way you work in C4D. From Top-to-Bottom : Object Mode, UV Projection Mode, Point Mode, Edge Mode, Polygon Mode. If you are in Object Mode you can select any number of objects directly from the Viewport. In your recording you are in Edge Mode. Usually a Workflow goes from the general to specific so you first create your objects, then you edit them in as polygons, the as edges and lastly as points. So the activation of those Modes follows the level of your editing. If you want to go free-style and need to change between modes more frequently and faster you should use key shortcuts. These modes have no shortcut assignments but you can add your own from Window -> Customization -> Customize Commands... there search for the tool by typing it's exact name. And by selecting it you can assign a shortcut from the bottom of the window.
  21. The concept is common in all Windows apps. Select your object and in Point/Edge/Polygon/Object mode: Ctrl+A = Select All elements Ctrl+LMB on an element = deselect from selection Shift+ LMB on an element = add to selection You don't need to enable a selection tool to select elements. The Move tool is like the generic default selection tool (usually with a cursor icon in other apps like Photoshop). Selection tools like Live/Rectangle/Lass/Polygon and Ring/Loop etc are helpers for semi-manual selections.
  22. Two days after the Utility Splines Collection Launch Party the new Season started. Chris got carried away with the new capsules and forgot to mention when the season would start.
  23. AMD has released FSR 2.2. Fidelity FX Super Resolution 2 (FSR 2.2), is the latest version of its open-source image upscaling technology, widely used in games and now also supported in AMD’s workstation GPU drivers. The changes are mainly targeted at games rather than DCC tools: the biggest one is to reduce ‘high velocity ghosting’, seen in racing games where a third-person vehicle moves at speed over a flat surface. AMD has also added a new Debug API Checker feature to pass debug messages from the FSR 2 runtime back to help troubleshoot new FSR integrations. However, there are also changes to improve temporal luminance stability, reducing flickering on rendered objects, and to make FSR compatible with a “wider set of high dynamic range inputs”. Licensing and release dates FSR 2.2 is compatible with Windows 10+, and supports DirectX 12 and Vulkan. The source code is available under a MIT licence. https://gpuopen.com/fidelityfx-superresolution-2/ Dimension 5 Techs has released D5 Render 2.4. (The firm is based in China, and is governed by Chinese law) It looks to be a significant update, introducing a new real-time Global Illumination system: a modified implementation of the Nvidia-developed ReSTIR algorithm that Dimension 5 calls ReSTIR Surfel GI. Unlike the previous GI solution, it takes account of the skylight during caching, resulting in more natural lighting in interior scenes; and calculates indirect as well as direct illumination from emissive materials. According to Dimension 5, its output is “very close” to path tracing, providing a better balance between render speed and visual quality. Other key changes include a new subsurface scattering material for semi-translucent materials like marble and skin; and a new Z-depth channel, shown in use in the video above to adjust environment fog. The update also adds controls for camera focal length and render culling distance for vegetation; new corner radius controls for the Path tool; and support for AV1 and QSV video encoding. The asset library gets over 580 new assets, including sets of Asian characters and dynamic water particles. D5 Render is available for Windows 10. It requires a GPU capable of hardware-accelerated ray tracing: Dimension 5 recommends a Nvidia GeForce GTX 1060 or higher, or an AMD Radeon RX 6700 XT or higher. Integration plugins are available for 3ds Max 2014-2016 and 2018+, ArchiCAD 21+, Blender 2.93+, Cinema 4D R20+, Revit 2018+, Rhino 6.1+ and SketchUp 2017+. The Community edition is free; subscriptions to the Pro edition, which includes the Widget, access to the online asset library and product support, cost $38/month or $360/year. https://forum.d5render.com/t/release-notes-of-d5-render/5791 Foundry ships Modo 16.1 The release – the second of two in the Modo 16 Series, and originally due to ship last year – adds interesting new geometry-based workflows for applying decals to the surface of a model. Other changes include support for triplanar texture projection, a new Particle Clone operator for object scattering, and updates to Modo’s modelling tools, Advanced Viewport and mPath renderer. https://learn.foundry.com/modo/content/help/pages/welcome_modo/whats_new.html Other Foundry News In separate news, Foundry has announced major changes to the development of Modo, including an expanded dev team, a broader market focus, and a switch to a single major release of the software per year. Foundry has stopped development of Colorway, its software for generating and visualising variants of product designs, as part of a wider move away from design-specific tools. At the time of writing, Colorway is still listed on Foundry’s website, but the firm has confirmed that its old development team is now working on Modo, Foundry’s 3D modelling and rendering software. The changes suggest a broader target audience for Modo, which in recent releases had seemed to be moving away from its origins in game development and VFX and becoming increasingly focused on product design – specifically shoe design, since its major users include Nike and New Balance. Brown described the current strategy as ‘Modo for everyone’, commenting that “focusing on a specific industry isn’t the direction that 3D is going”. “All of the people we worked with in design are customers we care about [but to best cater to the needs of users] you just need to to make an application that is high-performance, stable [and] reliable”. Clavicula - Free SDF modelling tool The software has been in development for a couple of years, but has just gained interesting a new Boolean modelling toolset based on Signed Distance Fields, also used in Adobe’s Substance. Although it can be used to rough out organic characters, most people will probably use it for hard-surface models: from product designs and games props to base forms for use in concept art. Like Substance 3D Modeler, you can even work in virtual reality, although in Clavicula, VR support is currently experimental, and only available in the Windows edition. https://clavicula.link/ Chaos has released V-Ray 6 for 3ds Max Update 1 A wide-ranging update, adding new features to the VFB, V-Ray Decal, the V-Ray physical camera, and V-Ray lights. The release also implements Intel’s Open Path Guiding library when rendering on CPU, a new compressed textures mode to reduce memory usage when rendering on GPU, and AI upscaling in V-Ray Denoiser. Visual effects artists get initial USD export, making it possible to export V-Ray materials, lights and cameras to other host applications in USD format. Outside the core application, the new workflow introduced in V-Ray 6 for 3ds Max for sending renders to Chaos Cloud directly from the VFB to solicit feedback from clients or collaborators has been extended. Users can now add visual annotations, including lines and arrows, to both still images and image sequences; and Chaos Cloud now supports versions and A/B comparisons. https://docs.chaos.com/display/VMAX/V-Ray+6 Hextile for Houdini and Unreal Engine Ubisoft Singapore senior technical artist Mohsen Tabasi has released Hextile, a free add-on for Houdini and Unreal Engine that minimises visible repeats when tiling textures. Hextile tiles textures using an underlying hexagonal grid, rather than a conventional rectangular grid, minimising visible repetitions when the source texture is repeated many times. It works particularly well for textures with random patterns, like stones or gravel: while it also works with regular patterns, like brickwork, it creates a kind of ‘crazy paving’ effect that may not suit every project. Hextile is available as a HLSL shader for Unreal Engine, and as both a .hip file and a HDA for Houdini: the HDA should also work in other DCC applications via Houdini Engine. It’s a free download. https://www.sidefx.com/community-main-menu/contests-jams/tech-art-challenge-2022/ https://github.com/proceduralit/PI_Sandbox/blob/main/LICENSE.md Howler 2023.5 The developers of hard-to-classify digital painting, animation and video processing tool Howler have released Howler 2023.5, the latest version of the software. The update adds a new filter for generating sky backgrounds complete with volumetric clouds, one-to-three-point perspective guides and a new Undo browser, and updates several of Howler’s existing filters. The update adds the option to import 3D models and generate renders of them for use as custom brushes, as shown in the video above, opening up the possibility of interesting hybrid 2D/3D workflows. Other changes include a new colour temperature filter, and a rotation parameter for brushes. http://www.pdhowler.com/WhatsNew.htm SideFX releases Houdini for Apple Silicon The Apple Silicon build is now considered ready for use in production, and will receive regular daily builds and production builds, alongside the builds of Houdini for Windows, Linux and Intel Macs. However, there are still a few known limitations, including lack of GPU acceleration in Karma XPU, the CPU/GPU version of Houdini’s new renderer – still officially in beta, and only supported on Nvidia GPUs. In addition, of SideFX’s Houdini Engine plugins for DCC applications and game engines, only the Unity plugin is supported, since neither Maya or Unreal Engine yet have native Apple Silicon support. Reallusion ships iClone 8.2 + iClone Unreal Live Link 1.2 Both iClone and iClone Unreal Live Link now support characters with facial wrinkles generated by Reallusion’s long-awaited dynamic wrinkles system, introduced in Character Creator 4.2. It automatically generates wrinkles on a character’s face in response to changes in expression, layering finer, texture-based wrinkles over the larger folds of flesh generated by Character Creator’s expressions system. The wrinkles can be triggered by keyframe animation, or in real time by Face Puppet, iClone’s facial puppeteering system, or by motion-capture data streamed in via the add-on Motion Live system. https://www.reallusion.com/iclone/update.html https://www.reallusion.com/iclone/live-link/unreal-engine/update.html Reallusion releases Character Creator 4.2 Reallusion has released Character Creator 4.2, the latest version of its 3D character creation tool. The update adds the much-anticipated dynamic wrinkles system, which automatically generates wrinkles on a character’s face in response to changes in expression, adding realistic detail to facial animations. The textures themselves are derived from scans of real actors, optimised for the topology of Character Creator’s CC3 Base+ (CC3+) characters. The system uses five source texture maps (normal, crease, ambient occlusion, skin redness and a flow map) from which Character Creator calculates three derived 4K maps: diffuse, normal and roughness. Character Creator 4.2 ships with four base wrinkle patterns: two generic, and two specific to a young male character and an older female character. A further 10 wrinkle patterns – five realistic, and five for cartoon characters – and 48 facial morphs intended for use with the wrinkle system, are available via a paid add-on, Wrinkle Essentials. Other new features: better support for MetaHumans, updates to AccuRig and GoZ https://www.reallusion.com/character-creator/update.html Modif - free AI-based mocap app for iOS and Android The app has already been available in Korea for a few months, but Plask is now rolling it out in more territories, including the US and Japan. Already available as a browser-based service, Plask’s machine-learning-trained technology extracts the motion of an actor from video footage and retargets it to a 3D character. Modif packages that tech into a mobile app, with users able to crop videos captured on their phone or tablet, then have Modif extract the motion of the actor’s body and retarget it to a stock character. Modif is available for iOS 13.0+ and Android 7.0+. It’s free to use to process up to 60 minutes of video, after which you will need to register a new account with Plask. You can process up to 15 seconds of video per clip. https://www.modif.app/ Photoshop 24.2 The update adds the option to password-protect links to documents shared for review, improves performance of the Object Selection tool, and adds support for app window snapping on Windows. The iPad edition of the software has also been updated, with Photoshop on the iPad 4.4 adding support for copying and pasting text and images to and from the iOS clipboard. Performance of the AI-trained Object Selection tool has been improved, although the release notes don’t put a figure on the improvement. The Windows edition now supports Windows’ Snap feature, making it possible to snap the app window to those of other apps when running multiple applications side by side. https://helpx.adobe.com/photoshop/using/whats-new/2023-1.html Forest Pack 8.08 The release extends the new ForestSet plugin, making it possible to use ForestSets as Object Exclude areas in order to remove items from a scatter, as shown in the video above. There is also a new Disable Set Content option to turn off linked assets without having to remove the from the ForestSet object https://docs.itoosoft.com/forestpack/forest-release-notes Source: CGchannel
  24. It's set by default to search for words in current page. You need to select "All content" from Content Type For me a big disadvantage is the absence of searching words in posts made from a certain user.
×
×
  • Create New...