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Everything posted by HappyPolygon
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Shortcuts are old school. C4D has transcended the notion of tool availability with custom layouts, folded palettes, floating palettes, history palette, radial menus and HUD commands. There's really no need for shortcuts except from the classic copy/cut/paste/delete/undo/redo/select all/select/deselect.
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But in what cost ? 💵 💰
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For some reason my free exam consisted of 60 questions instead of the 50 that was mentioned in the instructions... I had to take the test with C4D open. I had to cheat. Who really knows that Ctrl+H is Frame Geometry ? The most important viewport command is probably Frame Default and it does not have an assigned shortcut (I know I can assign one). That's a certification question right there... How do you assign shortcuts? , not expecting to know a rando command shortcut. For me to use shortcuts I have to be doing some repetitive job. The only repetitive job I can think of is modeling. And there were times when I had to jump between Cut, Bridge and Weld all the time, of course I had to use the shortcuts to do so, but once the job was done I completely forgot about them. Time to learn the shortcut on the time of need: 20 seconds. Time to earn the money needed to take the certification: 2 month's salary. Time to learn all possible questions (given the fact that they don't provide a question bank like taking a driving license): I have no idea. In fact I would be much relieved if there was a question bank in order to study, because just taking the test out of the blue without proper preparation and achieving a 90% success without the app running on the side, is impossible. They don't mention any question bank. Does anyone know anything about this ? If that was the case then the hiring company would be testing the candidate not Maxon. And it's called interview, and software lead developers are constantly using it when they are up to hiring a programmer. You'll never hear of a C++, Java , or Python certification. The interviewer will ask the candidate a series of technical questions and assess based on his response. -------------------------------------------------------------------------------- And on to an other subject: What about the cost ? Not all basic incomes are the same across the globe. The base income of a 3D artist in Germany for the first 3 years isn't the same as one living in Russia, Turkey or Romania. Do you really expect from a person that has been unemployed in his field 2 or 5 years after getting out of his university to pay €995/$995 just so you can hire him for less ? And we are talking about C4D here... no studio uses just C4D. Would you expect from a candidate employee to pop up with a bunch of certificates from Adobe, Autodesk, Maxon and SideFX ? ****** And so we don't get in to misunderstandings... When I say "you", I'm not targeting you Imashination expecting your response. Some times I do it in a rhetorical way. I expect anyone to weigh in with his/her opinion on this. ****** I guess if you want to be a Certified Trainer you ought to be a senior professional having established a decent salary in your career to be able to afford that certificate and there is no fast way to climb that ladder (unless you are rich). Maybe this is only my view of things, where I come from certificates, even paid ones, are earned through real struggle, not just answering a 50 multiple question exam. Maybe I am viewing it all wrong and having a Trainer Certification is not a means to getting a job or starting a career but a "badge" or "insignia" for already established professionals.
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Are you obligated to re-take the certificate every 5 years or so to remain certified ? It would be nice to have a C4D certificate back in R12 when things were simpler, they would probably charge a certificate per module for a fraction of the today's cost.
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Has anyone taken the Cinema 4D Basics Comprehensive Certification or Cinema 4D Trainer Certification ? I took the Elementary Knowledge Test. First attempt got me to 80% which means failure. If the two paid certifications are like the Elementary Knowledge Test, judging from the type of questions in the later, I would be really disappointed... There are questions in there that you'll mostly likely answer wrong for various reasons like: You don't use the tool in question often enough. You don't use shortcut keys. You can't possibly remember by heart where every command and tool sits in what menu. If only we could always figure things out just from a screenshot, even if it is possible to diagnose like this, it's better to get your hands on the scene file... I find it hard to believe that these type of questions are fair to validate one's knowledge of the application (more so on "Basics Comprehension") . We've seen many Maxon people loose their track on live shows trying to recreate their own rehearsed demonstrations. Does that make them less certified ? The Basics Comprehensive Certification requires a 90% accuracy on 32 topics and 100% to be eligible to take the Trainer Certification. In the 3D industry most people are no generalists, that could mean that someone isn't skillful with UVs or rigging tools, Why would that make them less certified on C4D ? For me, problems like those we post and answer on this forum reflect better on someone's ability to use the software (and probably use it to educate someone else). I would like to know your experiences and what you think of the certification costs. Do certifications for other DCCs (PS, AI, CAD ...) have similarities to those ?
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Oh God my eyes ! Is this really a 2021+ production ? It looks like an awful 3D 2000s Donkey Kong kids animation. No detail, no expressiveness and like the old stupid spin off where they were babies.
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Ah, sorry I misunderstood
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"game cinematics and realtime demos formats" don't exactly go well with the "unprecedented level of realism and complexity" concept... And why do they keep their content locked for non-subscribed visitors ? Where's the "free and open for all" on that ? "2-minutes-long animation" ? This must be the shortest short movie they ever built...
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That's because he makes his own plugins. Why should he advertise the product of someone else, especially when so many others have done before him. If he ever started to use 3rd party plugins he would certainly loose viewers (including me) and supporters.
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2021 Architectural Visualization Rendering Engine Survey Results
HappyPolygon replied to hvanderwegen's topic in Discussions
Makes sence, Architects and Mechanics (had to include CAD and CAM) need to show as many visual information to customers as fast as possible and be prepared for a changes. Their technical work is time consuming enough to wait for renders. And during presentations they need to show things interactively from many angles in case the customer might be interested in specific details. -
Yeap, all the way. Did I miss something ?
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Chris and his team
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Wow, I thought UI design where a PS thing... How long ago was that ?
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I thought "offline" was the oposite of real-time. By "offline" I refer to any non-real-time render engine (buckets, scanlines etc...). The real-time engine doesn't have to produce the final render in real-time. The scene can be so heavy that it takes 1+ second per frame to render but the recording will be in any FPS set by the user. Like the Viewport Renderer in C4D. With this question I wanted to know if some C4D users were considering to use real-time render engines for their work or if they don't, why. That's why I narrowed the use cases to product advertisements and FUI/HUD graphics. I know that most C4D works (not all) don't actually require much realism (like TV idents or News and Sports animations, cartoon-ish animations and music videos)
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Due to recent advances in real-time graphics seen in showcases of Omniverse, MetaHumans, Ziva Dynamics and other, I wonder for how much longer should we rely on countless hours of PB rendering. I was playing Spyro - Reignited the other day, just look at this ! Volumetric lighting and SSS ! I didn't know there could be a faked SSS ! And the game is 3-4 years old. (I'm not a gaming person but I've always liked this game for the innovations it made back in 1998) And the demo from U-Render is amazing (with a very uplifting and inspiring music) So my question is this : Do we really need offline renderers as default in motion graphics ? C4D is mostly used for funky animations like product advertisements and FUI/HUD graphics... Do hard-truth refractions and shadows really matter in most of artwork done with C4D ? I don't think so. Unreal Engine is being used more and more in works other than game development for the fast results it provides. To my knowledge there isn't any material, light property or camera effect not possible rendering in real time with a little sacrifice on accuracy. I wish U-Render was part of C4D. I'd like to hear your thoughts in this subject and how much of your work depends on very accurate light simulations. Of course someone could use the Vieport OpenGL like this guy did but has limitations that AE and U-Render haven't.
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I believe you have a good reason for using consecutive Insets and not just adjust the Subdivisions parameter. This is my setup. I believe this is what you asked for. As you can see if you select the Inset propagated port on the left you will get a single Inset parameter on the right controlling all three Inset nodes. I renamed the port to inset from the default Input by entering the Resource Editor by right clicking on the vertical gray band where the port is positioned (in case you didn't know how to do that.) Your screenshot looks like it's from R23... Srek told me to refrain from messing with the Resource Editor in R23 as it was not completed and it really was driving me mad when trying to arrange a lot of parameters on it. In this simple case you won't have any trouble though. What I cannot explain is why I get a geometric progression type of result and not a linear like the subdivision parameter would do. Here's the scene in R25 insets.c4d
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You could make one node to promote the same value to multiple nodes. Then you can propagate the input of that promotion node and have that apear on the the Resource Editor.
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both That's some heavy equipment you have Cerbera. I guess it's not that uncommon for 3D artists to also have some music background.
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What music hardware do you use ? I bought a cheap Alesis Midi Keyboard Q49 MK2 for 75€ on Black Friday sales just for the pressure keys and mod/pitch wheels. Before that I used a Yamaha PSR-36 (which costs around 180€ with a quick glimpse in e-bay) which I was pluging to my laptop through a MIDI2USB cable I bought more than 12 years ago for about 15€. I also bought Magix Music Maker 2021 Ashampoo edition on Black Friday sales for about 60€. It did hit a nerve that I had to pay an additional 10€ for enabling VSTis on it but it's still a bargain.
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The 3DWorld mag, issue 283 features a 2016 short animation called Planet Unknown from CG director Shawn Wang. Planet Unknown recently won Best Animated Short at the Burbank International Film Festival. Software's: Cinema 4D, plugin TurbulenceFD and Octane for C4D were heavily used for most of the tasks. Houdini was used to fracture things. Then Zbrush for sculpting, Mari for texturing, After Effects for compositing, and Premiere for editing. Python and JavaScript were used for scripting in C4D, Mari and AE, which helped speed up the process a lot. It took around 4 months to build the 3D assets. Then Shawn moved on to animatic previews. Each individual shot got more clear and problems to solve became more specific. Then the rest of the time were mainly focused on building scenes, keyframe animation, FX simulation, rendering and compositing. Director biography: Shawn Wang is an animation director and 3D artist. Having a passion for CGI and storytelling, Shawn loves creating narrative visuals through all types of media. Credits: Written & Directed by: Shawn Wang Modelling, Texturing, Animation,Compositing & Editing: Shawn Wang Music & Sound Design by: Echoic Audio Composer: Sam Foster Sound Design by: Tom Gilbert, David Johnston Special Thanks to: Evolutions Re-recording Mixer: Will Norie Executive Producer: Xinyuan Huang Faculty Adviser: Yucheng Huang Special Thanks to System Advisers: Sicong Wang, Jiawei Cao, Horizon Bian Website http://planetunknownfilm.com Shawn Wang http://www.shawnwangvfx.com Echoic Audio http://www.echoicaudio.com
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Hmmm.... that looks like a procedure the Subdivision was not meant to do and has to do with the priority of execution in the node tree... I would suggest something including planes to cut your object horizontally and vertically but there is no geometry bool node... If your case involves only the construction of a plane then that is definitely possible in polygon level with the use of Distributors. and some easy math.
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Unity Acquires Ziva Dynamics and MetaHumans Has Competition
HappyPolygon replied to HappyPolygon's topic in News
I think the eyes are correct this time. This time the mouth is in the uncanny valley. I think lighting is the problem. It's so soft that the shadows from her lips shouldn't give her teeth so much depth. Shadows and wrong value of SSS can ruin the inside of the mouth. From the outside the problem was always the folds between the cheeks and the corners of the lips. That gives an antiaging and very plastic look to cheeks. -
Read more here https://blog.unity.com/technology/welcome-ziva-dynamics
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Can't this be done with classic bone rigging ?