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Everything posted by HappyPolygon
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The Volume Mesher object creates a polygonal object, your redshift object uses a volumetric material. You can't render polygonal objects with volumetric materials. Use only the Volume Builder on your cloud and use a Smooth effect on the volume builder to get rid that cubic effect. You might also want to decrease the Voxel Size of the Volume Builder. I don't have RedShift but I get the feeling you have to apply the RS material on the Volume Builder instead of the cloud object
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Was the path the car follows made procedurally or manually ?
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I thought I was getting somewhere but all turned to shit when I tried to finalize the render and save it. First of all I used fields in R25. I don't remember if R23 had a Variable Field tag for Vertex Weights. Everything looks fine in the viewport. The only issue is the Sweep caps. Now this is something @Cerbera has to see because it's the second bug I find involving hair. Cerbera when I render any frame in the viewport the result is the intended but when rendering in the Picture Viewer nothing works. Shot11_tick.c4d
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What kind of modelling features do you think we are missing ? I have a couple in mind but I wonder what obstacles others face. If it's about sculpting, new features inside C4D are out of question since ZBrush and Forger are part of MAXON.
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That's just his style. I always advance the video 15 seconds to miss the intro and stop the video before the "what a time to be alive" Well, that's science. It needs experimentation and replication of the results. And there are certain methods that deal with classification for intended results. In an other video he had shown an AI playing a game where the purpose was to reach the end of the level where a yellow orb was but they found out that the AI didn't consider the yellow orb as the definitive goal but some other elements that happened to be usually present at the end of the level. I never post such videos with the intend to make a hype or present the end of all our problems. I just inform about the advancements on our field which is Computer Graphics.
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I still don't understand why they keep developing 2 separate apps with almost the same capabilities and they don't merge them in one with the benefits of both, Or at least start putting the same new features in both of them before merging them making it easier for users to end up using only one implementation of the basically the same app before stopping the development of one of them. I guess writing one from scratch is no copy n' past task, especially if the two are written in different languages.
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How can I anchor Capsule and Node icons on my custom Layout ?
HappyPolygon replied to HappyPolygon's topic in Nodes
Ah ! that one .... I was expecting a FUI pluging that helped you with the icon docking ... I'll try moving some capsules again. -
Who cares... the highest processing time was 7 hours. I have waited longer than that for a render to complete. The authors don't mention what and how many GPUs the used. A few optimized training models later and with the help of NVIDIA's servers someone can bake a real-time radiosity model for his scene for a few bucks.
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How can I anchor Capsule and Node icons on my custom Layout ?
HappyPolygon replied to HappyPolygon's topic in Nodes
is this a free plugin ? google didn't return anything useful -
I'm hopping for a material blend.
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The 3ds Max 2023 release focuses on personal and team productivity, modern asset creation, and real-time workflows. For technical details, please see the release notes. Retopology Pre-processing Handle larger amounts of data with less setup and preparation by enabling the Remesh option as a pre-processing step. Retopology Data Propagation Use the display mode pull-down menu to view the input and output mesh results of the retopology action. Snap Working Pivot Introducing a new way to modify your Working Pivot. Autobackup Toolbar A new Autobackup toolbar has been added to the default user interface in 3ds Max. glTF Material & Exporter Use glTF materials and export your 3ds Max files as compact .gltf or .glb files. Physical Material Aligned with Autodesk Standard Surface A new mode has been introduced to the Physical Material called Autodesk Standard Surface Compliant. Arnold Renderer - MAXtoA 3ds Max 2023 includes MAXtoA 5.1.0 which introduces new features, bug fixes, performance optimizations, and production improvements. Smart Extrude Smart Extrude allows for a partial cut-through on an Editable Poly object. Occlude Selection Improvements: Occlude Selection is now three times faster than before. In addition, its accuracy is also greatly improved, especially when using various marquee-style selections, such as rectangle, circle, and freeform. Unwrap UVW Keyboard Shortcuts: New user-requested keyboard shortcuts for the Unwrap UVW modifier were added to 3ds Max for 2023. They include shortcuts for Stitch, Pack, Grow, Shrink, and much more. Please see the Keyboard Shortcut Table for a full list of the new Unwrap UVW keyboard shortcuts. Compressed Scene File Save Performance: For many releases, 3ds Max's ability to compress scene files while saving has been freeing up storage space for our users. In 3ds Max 2023, compress scene file on save has been optimized to be almost two-times faster than before thanks to a new archiving library, multithreading, and other optimizations. Active Manipulator: Users can now only display the manipulators for the active level of the modifier stack that the user is on (instead of displaying all possible manipulators). Please see the Gizmos Preferences for more details. Per-Viewport Filtering - Multi-Select: Users can now work with the same style of multi-select options they use in 3ds Max to interact with the Per-Viewport Filtering dialog. This includes using Shift to multi-select in a sequence, and Ctrl to multi-select one-by-one. Safe Scene Script Execution (SSSE) for Scene Script Assets: 3ds Max's SSSE feature has been extended to ensure that execution of unsafe scripted commands found in Script File Assets, such as pre and post render scripts, is blocked by default. On-Demand Installer for Revit and Inventor imports: 3ds Max now includes a new On-Demand Installer for Revit and Inventor imports, letting you install the Revit Interoperability and Inventor Interoperability components only when you need them, instead of during product installation. For more information, see On-Demand Installer for Revit and Inventor imports. Python 3.9.7 Update: 3ds Max ships with the visual effects platform-recommended Python 3.9.7. Python 3.9.7 boasts performance improvements, new string functions, and improved quality that will aid Technical Directors and pipeline integration. Support for Visual Studio 2019: 3ds Max 2023 supports Visual Studio 2019, enabling the software and all third-party plug-in developers to benefit from compiler optimizations and run-time improvements.
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For technical details including What's Fixed, see the Maya 2023 Release Notes. Updated USD plug-in for Maya Updated Universal Scene Description (USD) support in Maya lets artists work seamlessly with USD in conjunction with Maya workflows. Bifrost 2.4.0.0 introduces Bifrost-USD, combining the power of USD to assemble, organize, and edit assets non-destructively with the flexibility and friendliness of the Bifrost graph. Brand new Blue Pencil tools let you create 2D drawings, text, and shapes in the viewport, perfect for animation blocking or annotating your scene file with notes and suggestions. Improved Boolean Operations Create and edit boolean operations in fewer clicks using the new Boolean node. Improved User Experience Maya has undergone a number of improvements for first-time and returning users alike. These include a new Application Home hub, Interactive Tutorials, Search, and Viewcube. Mesh Wireframe Opacity Alpha channels are now available in the Color Chooser, letting you set the opacity of the wireframe on objects. Animation Performance Maya 2023 includes several animation performance improvements to help speed up your work, including updates to Cached Playback, Evaluation Toolkit, and Bake Simulation options. Retopology tools for Maya Updates to retopology tools in Maya enable artists to achieve enhanced results for their meshes. Deformer updates New Retargeting and Mirror capabilities, Solidify scaling options, and extra Deformer falloffs have been added to the Maya deformation arsenal. Additional Component Tag options New functionality has been added for Component Tags to give you more control over tag membership. Modeling Performance Additional performance improvements and tool updates speed up common modeling workflows and produce more predictable results. New Sweep Mesh option A new option has been added to the Sweep Mesh tool to let you choose whether to use single creator node or multiple creator nodes per curve. Arnold for Maya 5.1.0 plug-in Maya 2023 provides MtoA 5.1.0 which includes new features, performance improvements, and bug fixes. Create VR for Maya Create VR for Maya is an immersive conceptual design tool that empowers artists and designers to start their creative process directly in 3D. Operating System, Python, and PyMEL Updates Maya 2023 has added support for Rocky Linux, and has a new minimum required version of macOS. Maya 2023 now uses Python 3 exclusively. Maya 2023 devkit The Maya 2023 devkit includes a new minimum CMake version, new Blue Pencil APIs and commands, and several other changes. Pin tabs in the Attribute Editor The new Pin Tab icon in the Attribute Editor simplifies workflows where multiple selections are required. Click to keep the selected tab loaded, even when you make another selection in your scene. deformer Evaluator improvements The output from the Mesh information, Selected Nodes Status, and Clusters reports have been improved so that the information is easier to read. Color Management Maya now integrates OpenColorIO version 2.0.1 for color management. This version includes fixes for several bugs in the previous version. In addition: If you are using a configuration file that assigns color spaces to families, the families are used to organize the color spaces into submenus in the Maya interface. However, note that the configuration files installed with Maya do not make use of this feature. In the Color Management preferences, you can click the drop-down arrow to the right of OCIO Config Path to quickly select the default configuration used for new scenes, the configuration used for legacy scenes, or the most recently used npn-default configuration, in addition to browsing for files. The Color Management checkbox has been removed from the Color Chooser. In its place, you can select Data from the Mixing Color Space drop-down menu. When Data is selected, the raw numeric color values are stored and in addition, the view transform is not applied to the swatch or other color controls. The new Invert View option for File texture nodes applies the inverse of a view transform to the color values in the texture. This can be useful with image planes used as back plates, for example, because it yields the original colors after the view transform has been applied for display. When this option is checked, the View option appears and you can select a specific view transform to invert. Normally, this should be the same as the View set in the Color Management preferences. The Invert View option is available only when using OCIO v2 configuration files, and only when Color Space is set to a space in the Display family. In particular, it cannot be set when using the Maya-legacy configuration for compatibility with scenes created prior to Maya 2022. Updated Content Browser icon The Content Browser icon has been updated The Content Browser icon is now found on the Poly Modeling shelf, where previously it has only been on the Sculpting shelf. In addition, the old Content Browser icon on the Sculpting shelf has been updated to use the same icon as the one used for the Poly Modeling shelf. This icon also appears in the Windows menu, next to the Content Browser entry (Windows > Content Browser), where it has been moved from the Windows > General Editors menu. Auto Normalization menu in the Component Editor The Auto Normalization menu located at the bottom of the Component Editor A new Auto Normalization menu has been added to the Component Editor to let you turn Normalization on or off, and the normalizeWeights attribute value of skinCluster nodes shown in the editor. This way you can set the value of this attribute for all selected skinCluster nodes at the same time. See Component Editor menus and tabs for more information. Updated Substance plug-in Maya 2023 provides Substance 2.2.2 which uses a new Substance Engine 8.4.2, and includes enhancements to the Apply Workflow to Maps feature, support for Arnold 7.1.0.0, improvements to MEL scripting commands, and other bug fixes. For more information on the updates, visit http://www.autodesk.com/maya-substance-docs. FBX Export options Four new Include Options: History, Channels, Expressions, and Constraints have been added to the FBX Export options, exposing export features for input nodes that were previously available only through commands. Hide the Home button You can hide Maya's Home button with a new preference and Environment Variable to prevent it from accidentally being clicked. Turn off Show Home icon in menu bar in the Home Screen section of the Interface Preferences or set the MAYA_NO_HOME_ICON Environment Variable to 1. Note: Deactivating this option also suppresses crash recovery messages that appear with the Home icon. They are sent to the Script Editor instead. Improved crash recovery experience The crash recovery dialog has been improved, now providing a link to the crash recovery scene file as well as the crash log, and offering the option to immediately re-open Maya. In addition, the list of Recent Files displayed at the bottom of the File Menu includes two new data points to help you recover crashed files: The name of last file before crash The name of the last file saved MEL or Python icons on Script Editor tabs A MEL or Python icon now appears on each Script Editor tab to denote its language, so you can differentiate between MEL and Python tabs without the need to select them. Node Editor display improvements A new option, Unit Conversion Nodes has been added to the Display menu in the Node Editor menu to let you hide the Unit Conversion Nodes in the Node Graph. Unit Conversion Nodes appear when you connect elements that are not the same unit type and can clutter the graph, disrupting node layouts. The purple double arrows on the connector indicate the presence of a hidden unit conversion node. This setting is off by default, so Unit Conversion Nodes do not appear in the Node Editor graph view. Rokoko available on Autodesk App Store To use Rokoko in Maya, you can now download it from the Autodesk App Store. Security updates You can now customize where Maya exports the log for any security events in the Security Preferences. You can also specify whether or not to allow embedded MEL scripts to define global procedures. A new MAYA_SECURE_OPTOUT environment variable lets you suppress security warning messages. Simple pivot modification You can use the Height Baseline attribute to quickly reposition the geometry pivot point. With Height Baseline, you can shift the geometry's default center point directly either from the Creator Node in the Node Editor or from the shape tab in the Attribute Editor. Unlimited lights in the viewport The maximum number of lights used when rendering a scene is now unlimited. View details in the Viewport 2.0 Options.
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Nvidia has launched the GeForce RTX 3090 Ti, the new top-of-the-range card in its GeForce RTX 30 Series of gaming GPUs based on its new Ampere GPU architecture. The $1,999 24GB GPU, which is targeted at DCC work and GPU rendering as well as gaming, is described as “the world’s fastest graphics card”. Originally announced at CES 2022, the GeForce RTX 3090 Ti is a turbo-charged version of the existing GeForce RTX 3090 with all of the cores in its GA102 GPU unlocked. While that doesn’t result in a huge increase in the number of CUDA cores, used for general GPU processing, Nvidia is quoting a FP32 compute performance of 40 Tflops: over 10% higher than the RTX 3090.
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A new paper takes the classic Raytrace algorithm and dopes it with AI. Guess who's gonna implement it first *cough*NVIDIA*cough* *cough*Omniverse*cough*
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I've tried moving the New Node icon (it has a + icon) next to the rest of the primitives tab but it gets disabled if not in Node Layout. Is there a way to make a custom foldable pallet with capsules ?
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😂 Maybe they don't speak English well. this really got me thinking... Did they ask for permission from MAXON to sell things with their logo on ? Usually these kind of merch are used to help funding of a remote brunch... but again... why sell things MAXON itself does not sell ? What kind of Certification Center is this ? It seems like an actual 3D Arts college. All I know is the certification comes directly from Maxon with the Trainers being the intermediary... @nosemando we have Certification Centers in USA and Europe or does the evaluation tests take place from the Trainer's place (home, studio, whatever...) during the meeting ?
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Modifying the Pivot Point of the Fracture Object?
HappyPolygon replied to bentraje's topic in Cinema 4D
The original file of Bentraje is already in Straight mode and doesn't work. How did you make it work ? -
Modifying the Pivot Point of the Fracture Object?
HappyPolygon replied to bentraje's topic in Cinema 4D
The Geometry Axis has a property that restricts it from making it a solution for all cases. You can't escape the pivot beyond the object's binding box. 😞 -
How long does it take to create a simple character?
HappyPolygon replied to kweso's topic in Cinema 4D
What character are you after ? The Boy or the Beaver ? -
Modifying the Pivot Point of the Fracture Object?
HappyPolygon replied to bentraje's topic in Cinema 4D
The Fracture and Voronoi Effectors generate new geometry and reposition the pivot on each object. What you need to do it to make a Cloner and use the Linear Mode. The cloner preserves the pivot of the original objects. -
OK all we know is that the new heavy features are related to Volumes, MoGraph, Simulations, Character rigging and some minor to the Create, Render, Window menus plus some advanced Real Time RTX viewport capabilities.... So what. If you wanna leak some content better do it the right way and leak a full res screenshot, not a trimmed cellphone snapshot of a monitor... This is worse than knowing nothing.
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I don't know what that's supposed to mean but that post account belongs to someone that is linked to an official Certification Center in China, I don't know about you but I'm mad for not having access to items like these in the official MAXON merch store
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Your method uses the original linear object to arrange clones. You either have to use the new subdivided mesh making it editable or using the cloner on a Connect object parenting the Subdivision object. If you want to use a spline for greater control over the distribution along it then you can make one by selecting the edges along the subdivided object (has to be editable, make a copy and use that) and converting them to a spline from the Mesh -> Edge to Spline, or Right Click - Edge to Spline.