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Jeff H1
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Everything posted by Jeff H1
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is there any way for the asset to visually show what edges are being selected? I know once you add the extrude function you'll see what's going on but without that, there's no way to determine what is selected, like you would normally see edges highlighted. I feel it would be especially helpful for capsules that select components to be able to show that.
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it's true.... Blender is just a modeling plugin for Houdini 😜
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With that, span is also a useful option too, which dials in the number of columns in the grid. Below you see no cross sections. making the span 2, splits the grid fill edges in half, making 2 columns in the grid fill. if I change it to 3, it splits them into 3 separate columns (seen in the first post). granted, you could always add/dissolve edges after the initial operation but if that work is taken away from the modeler, it makes us more efficient.
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It would be nice to add an extra slider for the Close Polygon Hole tool which would allow the user to spin (or offset in Blender) the new polygons created from the operation. Sometimes the flow of the created polygons isn't ideal. For something like symmetry, it would especially be useful for the Grid option. Below is a before/after the offset is applied to the grid fill (Blender's option for Close Polygon Hole > Grid)
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the other thing to remember too is you're not just subscribing to C4D. You have to pick a renderer since Maxon doesn't believe in giving you a working solid GPU renderer. You also have to buy a dynamics particle simulation solver (XP) because Maxon stopped development of TP about 10 years ago. FLIP and Fluids.... not in C4D. Buy that. Sculpting in C4D.. well you can, but they would rather you sub to Zbrush. Body Paint.. nah you need to sub to Mari, 3DCoat or Substance. Real UV manipulation.. need Rizom. UDIMs? Are you kidding.. not 100% supported via the UV editor. You need to "trick" it. Most of those require subs. There are also the extra plugins for C4D, many of which are around $30-100 and are only updated when a recompile is needed for a new version of C4D. That's old school premium pricing which needs to go away in this day and age. Sorry but $60 for a greeble plugin? Compare that to something like Blender's addon developers who charge routinely under $30, many close to $15 or so who are making the same kinds of plugins (eg. RandomFlow for Blender - $15.. updated about ever other week). It's not just the cost of the subscription to C4d but all the extras to help shore up the "vanilla" version of C4D for use in various productions. You can easily spend over $2K a year in subs to keep a C4D pipeline running (c4d, xp, renderer, zbr, paint, and more)
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Maxon will follow companies like Adobe, Autodesk and Foundry who have chosen not to yield to customer's frustrations on subscriptions, pricing, or the rise of other alternative software like Blender, Houdini, Fusion and so on. I added Foundry because they've overpriced Nuke, Mari, Katana and Hiero, driving the price up each year. NukeX is now $10,268. I bought it when it was around $6.5k about 5 years ago and recently stopped maintenance because the costs were going up by about $200 extra per year. There has been no earth-shattering development in Nuke over the past 5 years to warrant a $3,768 increase over that period of time. There's no reason why Maya sub should cost as much as it does, or even C4D for that matter, but it's what the market will bear. Blender isn't taking over the industry despite what the pundits stated about 5 years ago, and each year and each release since then *yawn*. If it DOES continue to eat up subscriptions for other software, it'll take at least another 3-4 years for numbers to potentially go negative and then maybe companies like Maxon and Autodesk will revisit. However, Blender isn't the only one developing. So are Maxon and Autodesk. They'll continue to do just enough to keep their base and maybe a bit more. The world said they were leaving Adobe when it announced CC and here we are years later and it hasn't happened. CC was launched in 2012 with about 500K subscribers. Prodesigntools did an analysis and determined there were 22mil subscribers in 2020 and around 26mil by the end of last year. So much for the "angsty taking your ball and going home" like most said they would do with Adobe. They've grown exponentially despite the few people that said they don't use CC anymore. Apparently lots of others are. Do these companies care? Of course not. World crisis? They don't care. They've already counted their subscribers for the next 1 1/2 to 2 years. They probably stopped forecasting perpetual license purchases about a year ago, which is why the phased it out now. Those sales were more sporadic and not worth it to them. Here's a fun article by WIBU Systems (used to have a Vray dongle made by them): https://www.wibu.com/magazine/keynote-articles/article/detail/the-many-opportunities-and-few-risks-of-software-subscriptions0.html
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The jet ski wake seems tiny and tame for what it is. The sim almost looks like it should be coming from a toy in a tub as there isn't enough detailed displacement in the wake. I don't think dynamic paint in blender is as strong as doing it in FLIP. Here's an old example in Houdini: You can check out some jet ski footage here. It looks like it was filmed on Lake Travis.
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I've yet to see anything motion graphics related by the Blender community that stacks up against things from Already Been Chewed, Yeti, Tendril, Elastic and the like which are predominately C4D and Houdini. We won't even talk about FX. Even the 3D Motion Show stuff is more exciting to watch than people on Youtube trying to show the prowess of Blender in motion graphics. Don't get me started on the really bad Udemy stuff. I feel like I'm watching old Lightwave stuff when they are posting what they can do with Blender 3.x (the newest). It's painful watching most Blender youtubers as I feel they learned 3D about 5 years ago in Blender 2.79 or so, and it's all they know. Entagma is at least entertaining, I think because they put time in over the past 15+ years across various software to get where they are at now. Their experience is amazing and fun to watch. I know a lot of how rich and complex many of these commercials and title sequences from studios like Elastic has to do with skilled professionals who have used the same software for the past decade, and the team employed, but it gives me no warm vibes and or wanting to switch to Blender for motion graphics when it appears to be in its infancy at best. Regardless of the subscription war raging on, there's something to be said for software that works perfectly in the space its dominating. I guess this is why many of these studios use C4D and Houdini. Sometimes it's about using the right tool for the job. Edit: I will say I've seen some bright blender flickers from some of the Pwnisher contest submissions (and I'm not referring to the bad EEVEE flickers either. 🙂 )
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eek.. they're still developing Mantra and FF for Blender? 😕
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I'll just sit back and watch the great sims from Houdini artists. Sims-wise, Houdini is the GOAT. Even Michael Bay is impressed.
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Unfortunately, Blender is probably your best bet. You may be able to push C4D assets/animations through Blender w/FBX but I had limited luck without buying an addon (Better FBX import/export) when we tried it at my last job. We were trying to get our articulated sat models into STK (which uses gltf). Blender can export those. Now that I think about it, I don't think we ever saw the finished product. There are some limited tutorials on Youtube regarding Blender and GLTF.
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It looks like in the Random Field, you had Random selected instead of Noise. I don't know what Random actually does in this case. Again I'm not the best at describing this stuff but here it goes. Quantize: Think of it as kind of step (or maybe a linear?) function but with the values. For instance, if you tell something it can rotate from 0-360 degrees, then tell it to Quantize that 360 by 4 (on the Quantize slider), it will essentially divide the 360 by 4 which means the objects will only snap/rotate to 90 degree increments. In your scene you have Quantize set to 10 steps which gives it incrementally more options to rotate linearly. If you were to move that value down to 2, you'll see the cubes aren't having much fun. I think I did that with the uploaded file below. One or two will move from one rotational value to another, then back again eventually. Try messing with the slider as the animation plays, but first turn off the Delay to see what its doing. As you move the slider to give it more steps, you'll see more stuff happening. For things like dice or flat plates, you may want to only have it at 2 or 4 steps. It just depends on what you are trying to do. Delay: You could think of it as having the effect be a bit more lazy. Instead of going from one value to the next in a linear way, it lets it happen gradually, like it's an ease in/ease out. Try starting with Smooth for the Delay Layer Controls and dial it down to maybe 30%. 100% is too high and you won't see anything happen in the animation.. You can switch it to Spring which gives it like a secondary/follow through motion (I think). It's probably best to look at the Cineversity training and I think some from Greyscale Gorilla too for more basics on the mograph module. Things like quantize may not be things you use that often unless you need it for a particular job. coordonnées et base de données_RE_delay_quantize_color_1.c4d
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yeah it can be a bit confusing and a lot of those things you may not use on a regular basis but good to know they are there.
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seems to work here in 2023. I always use the Open Dialog on it.
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I'm not as smart with this stuff as I should be but: Cloner is affected by the Effectors (e.g. plain, delay, random, shader, etc). The Effectors are affected by Fields (e.g. Linear, Box, Spherical, Random, etc) You can then modify those Fields with Modifiers (e.g. Clamp, Delay, Quantize, Remap, etc).
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Quantize is one of the modifiers for the Fields. It is exclusive to the fields section of the Effectors.
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Oil bubbles effect on surface (displacement)
Jeff H1 replied to Christoph Voorn's topic in Cinema 4D
just saw this with the Insydium Sep update: -
GPU-based solvers for XP.
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I use the R-Scripts pack: https://khanhtrieu.gumroad.com/l/pTjYU it comes with a Simple Renamer script: https://www.lasselauch.com/c4d-script-c4d_renamer-pack/
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having dipped between Blender and C4D for modeling lately, while I don't always like the hotkey-centric workflow of Blender, I do find some of it pretty efficient. I think it comes from the modal(?) nature of how it works. For instance, in Blender if you use a Bevel (Ctrl-B), the tool becomes active as well as a series of other hotkeys that are exclusive only while the tool is active. For instance, with the tool active, you can select P then drag your mouse which changes the Profile (also known as Shape) of the bevel. In C4D the Profile is referred to the Bevel Mode but only gives you solid or chamfer. In Blender with the bevel you can surprisingly go to 0 (which is really an invert of the bevel). I know.. that part is one of the screwups of Blender devs trying to figure out the vernacular of the tool. (screenshot added since it was hard to describe) But the point is, there is a lot of functionality and speed to be had if some tools had their own internal hotkeys. It's some of those quality of life features that aren't "big bang" but could be helpful. This includes something simple like allowing the scroll wheel on a mouse to add/remove loops when using the Loop/Path Cut, or more subdivisions in a bevel. Even things like letting the Num Pad numbers become their own hotkeys. Even small internal functionality changes like if I select K~K for the knife tool and I'm in Model Mode.. have the mode switch to something like Edges automatically. I think the HB bundle does that but maybe that's something that should FINALLY be folded into C4D and give Mr. Biebrach some money for integrating his ideas completely into the C4D workflow. 🙂 I'm not speaking on his behalf I just think it would be a good idea. Autodesk did that with Nex years ago and folded in to Maya's modeling toolkit. Lastly, I could give two ****s if Blender users complain again about how Maxon copied. It's about solidifying the workflow inside of C4D. They don't have to use our software, we do!
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Does Maxon actually ingest suggestions from us pleebs?
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Someone wrote a plugin that renders Cinema 4D scenes to Stable Diffusion
Jeff H1 replied to Crispe's topic in Discussions
It's probably similar to Google Lens where you drop an image into it and it will find like images to show you In this case SD is using a basic rendered image as a prompt to create its own image. Some of the first images created in AI were taken from blobby art work (aka MS Paint) which the AI created scenes from. So green lumps at the bottom, blue at the top and some brown strokes in the middle would get interpreted as a green meadow with a tree in the middle and a blue sky. I think something similar was done for Blender too. Edit: It's actually the same developer... -
since you were so enraged there was an update they posted on their page on 8 September. More than likely the new release and 2023 support will be out at the same time. https://insydium.ltd/news/latest-news/summer-2022-insydium-fused-release/
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they mentioned on their discord Fused update for 2023 is coming. While you may not like the newer modes of communication it is what we are all supposed to use now. With regards to contacting them... ummm ok, people need to try harder and vent less.
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could try something like this (expanding on Cerbera started) Add a plain effector to the cloner just with rotation. I set it to 1440 on H. Add a random field to animate them rotating. Use a quantize of 8 (1440/8 = 180 degrees). This has them trying to snap to right angles. You could also try 360 for rotation and quantize of 4. Then use a delay with either a smooth or spring, dialed down to about 20 or lower to help sell the spin/rotate effect. Without the delay you won't see any movement because the quantize is snapping the animation 180 degrees. The delay helps in this case to show it. coordonnées et base de données_RE_delay_quantize.c4d