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HappyPolygon

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Everything posted by HappyPolygon

  1. Merry Christmas to everyone, may the sufferings of this year not occupy much of the next.
  2. I do. I always did. I have a Lenovo Legion 5 17'' , NVIDIA® GeForce RTX™ 3050 2GB with AMD Ryzen7. It was the best I could afford. Now Legion 7i Gen7 can have an NVIDIA® GeForce RTX™ 3080 Ti 16GB GDDR6 with 12th Gen Intel® Core™ i9-12900HX or AMD Radeon™ RX 6850M XT Graphics, 12GB GDDR6, AMD RDNA™ 2AMD with Ryzen™ 9 6900HX Mobile Processor. But it's up to you depending how much you'd like to spend. I prefer 17'' inch displays but these usually don't come with good features in order to maintain a cost balance. You could also take a look OriginPC or other customized laptop sites. Simple things don't require much. It depend on what you define as simple. Generally RS is regarded fast but things can easily get out of control. Regardless you should invest into a laptop cooler base. Laptops tend to heat a lot especially when they have non-intel GPUs. It's a must if you travel to hot places.
  3. Thank you Hrvoje ! Will check it as soon as I can.
  4. Hmmm... that rings a bell, I think it was done with a python plugin though. The artist I have in mind never published his plugin. https://www.instagram.com/p/BwZzmMlgkjy/
  5. It's nothing more than a camera projection. The object does not get textured from the opposite side. It's like the previous AI plugin were the user drew some simple abstract geo scene and just used that to feed the AI and get back a much more detailed and artistic/realistic image. This time around the image is just projected on the scene. There's already an AI to produce seamless textures like wood, stone, metal etc. That's worth looking.
  6. Split a spline into a group of splines consisting of all intermediate points between the control points (including the control points). (The manual refers to these as spline vertices). The image depicts a Bezier spline with 3 control points. It also is set to Uniform Type of points and the intermediate points set to 3. It passes though a node and comes out as two separate splines (offset for visual understanding). Probable steps of the algorithm The first step is to break all intermediate points to individual splines (like PolyFX) . Next, every 4 intermediate splines there's a connect function to weld those individual splines in a single one. Final step, put all new plines under a Group Null. As a capsule it acts like a generator without exposing the new group in the OM but totally able to pass that group to any other Effector, Deformer or Generator. Note: If set number of intermediate points is N, the algorithm must count N+1 individual sub-splines before welding. There's also this note from the manual regarding open and closed splines on how there points are generated. Possible Limitations I think the above algorithm works very intuitively (provided there's a way to break all intermediate points like PolyFX). But it will only work if the Intermediate Points are set to Uniform or Natural. Adaptive and Subdivided have a different generation method varying the number of intermediate points between control nodes (orange) depending the tangent angle of the curve which I think cannot yet be calculated with nodes, and even if it did I don't know if there could be a way to measure the number of intermediate points without the help of a mechanism that can recognize when an intermediate point coincides with a spline control node (and that gets very tricky when the spline is a B-Spline).
  7. I'd really like to know how this Capsule is more preferable to the PolyFX (the practical benefits from it the original person was asking)... I get how this could be useful in the SceneNode Editor ecosystem but not how users could benefit from it in the OM. Maybe it's faster ? Unless it enables to split only polygons from a selection of polygons, that's not included in the PolyFX and is useful. I am hesitant of asking you for new nodes/capsules here as my suggestions go directly to Maxon, and I tend to have big ideas (complex). But this one might be easier... Split Splines Segments This is similar to your Split Polygons but for splines. It divides the spline to its individual segments using the control nodes. This isn't posible using the PolyFX MoGenerator because the PolyFX will split the spline using the intermediate points. (The unintended effect isn't visible on straight splines like a rectangle with no intermediate points) PolyFX effect (with Random Effector for visual aid) I find this node to have more practical applications especially with MoGraph. I will remove this post after you've read it so it does not litter the thread... 🙂 (in about 24h)
  8. Is it even possible ? I didn't know simulations where the type of problems that could be split in many bits...
  9. I think we lack a common unified particle exprot system with standardized file type like VDB. I think whoever does that first will lead in this sector even if they don't provide a good DCC in particles.
  10. What version of C4D are you working on ?
  11. 1rst of all ... The Glow Post FX was fixed for objects with Buffer 1. You haven't assigned Buffers to any object (you assign with the Compositing tag). Once you disable the first option Use from the Glow, You will see the effect. 2nd, the Glow Channel by default has marginal visually noticeable results and you set the default Radius parameter to 6 from 10. If you increase that to 16 you'll something glowing. I hope these suggestions gets you somewhere.
  12. All is good and nice but I find it very weird that it renders directly onto a Cubemap projection. I don't know about you but my eye cannot unsee the slight distortion at the very edges and corners of the cube. That dome sky gizmo reminds me of the Bryce GUI...
  13. There was a section with video tutorials for every single node but the links are dead. I've informed Igor about it.
  14. I hope we never reach the point of having to buy Capsules and Nodes. Anyone providing new modeling capabilities via payment should do it with plugins.
  15. I'd use the Sketch&Toon to render them as an alpha or separate pass and use that in AE or other similar compositing app to make the pass look like a glow. As far as I know any native glow effect inside C4D is too fake and does not work well with other render effects or lighting methods.
  16. Nice one. It reminds me of the MilkDrop visualizer of Winamp.
  17. 1) The PushApart Effector has a constant Radius applied to all clones. This means it wont behave as expected on clones with variable size. 2) The Cloner does respect the hierarchy. The order of execution is from top-to-bottom. If you reverse the hierarchy you'll see a different result. 3) The PushApart Effector cannot be used to pack objects close to each other unless they are all the same size. I'm not sure why the devs did not implement a variable radius depending the size of the clone. It could be that the sphere packing algorithm is very slow. Or because there is an other way to do it. My way of doing it is to use a dynamics simulation. Once the simulation starts, each ball will try to escape the interior of any other object it intersects with. This can lead to very violent "explotions" though. So to remedy that I increase the Linear Damping to 100% under the Force tab of the dynamics tag. The objects will sort themselves out in just a few frames. Take a look at the new project Balls fixed.c4d
  18. Could you share a screenshot of the problem ? Maybe we could help you further
  19. The Blender Foundation has released Blender 3.4, the latest version of the open-source 3D software. Autodesk has unveiled Maya 2023.3, the latest version of its 3D modelling and animation software. Epic Games has released MetaHuman Creator 1.3, the latest version of its free next-gen character creation software, and the MetaHuman DNA Calibration Library, a new set of add-on tools. Otoy has released OctaneRender 2022.1, the latest version of the GPU production renderer, adding a new photon tracing kernel and a new layered ubermaterial based on Autodesk’s Standard Surface specification. Pilgway has released 3DCoat 2022.52, a new version of the sculpting, retopology and 3D painting app.
  20. I've recently read a controversy raised by this app here https://www.creativebloq.com/news/lensa-ai
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