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Jeff H1
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Everything posted by Jeff H1
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Maxon raising prices next month - *Capsules* are now more expensive...
Jeff H1 replied to Jeff H1's topic in Discussions
I wonder how much the features will diverge as we move forward, for instance what if Liquids will be only part of the Maxon One sub, or so on. It's funny how people said it's actually cheaper to own Houdini 20.5 Indie and Maya 2025 Indie combined over C4D (no capsules) at this point. Of course, Houdini Indie and Blender combo are more affordable than ever now.- 72 replies
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also appears no more C4D only version, which effectively cuts out people using Octane, Corona, Vray or Arnold . They'll have to pay more just to use C4D with their chosen renderer. Making its rounds on Reddit. Needless to say, this is going over well like a balloon with bad dynamics.
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ah now I see why thanks
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Following RocketLasso video on the 2024.5 update, I noticed rounded caps do not work using a Nodes Modifier on an existing Arc in the scene, and using Outline spline in the SN editor. However, building the arc and outline spline inside of the SN editor, the rounded caps seem to work fine. Also if you turn BOTH caps off in the first example, a line gets drawn connecting the ends of the arc, which doesn't happen in the SN example Built using Nodes modifier, the rounded caps are broken Build in SN editor... rounded caps work fine Built using Nodes modifier, the caps are broken
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From an email: Improved Texture Standards Our textures are higher quality than they were 9 years ago, but our format changes have lead to an inconsistent user experience. So to increase consistency, we’re announcing new texture standards: a framework that sets expectations for what you’ll get when you download textures. In a nutshell, here's the main changes: Defined PBR Maps: A predictable set of deliverables: Base Color, Roughness, Normal, Displacement, Ambient Occlusion, Metallic and a new ORM map for realtime. Improved Filenames: All files are named with the new structure of: Poliigon_DescriptiveName_AssetIDNumber_MapName (no more confusing _metalness at the end of every file!) More Resolutions: 8K-1K for large, 8K-.256 for small. Set Physical Sizes: All surfaces are 2.5x2.5m (large surfaces) or 30x30cm (small surfaces) Material X - An interoperable industry compatible .mtlx file that can be natively imported into multiple softwares. From today all new textures will meet these new standards, including the latest batch of 13. Our goal is to remaster the entire texture library to these standards by the end of 2025. In certain circumstances, a texture may be unpublished if the source material is too old, but access for all previous purchasers will remain. https://www.blog.poliigon.com/blog/2024-texture-standards I don't know of any other 3rd party sites actively starting to support Material X, not to mention refreshing their texture libraries from last gen textures. It looks like a first batch of updated materials on their site supports Material X download, for DCCs actively supporting Material X integration.
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I'm aware. Many national or international organizations have many members who many times stay silent and just use it as a title of affiliation. I'm more interested in seeing how Maxon continues how to adopt USD into its products versus the company just paying to get the Maxon logo on an organization's website because dues were paid. But I realize Maxon can't comment on any ongoing or future development so I'll just retract the question.
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With Maxon as a member of the Alliance for OpenUSD, does this mean Maxon will be "encouraged" to add features such as UDIMs and MaterialX in C4D and Redshift to further support the growth and compatibility of USD amongst the various applications across the space? I wasn't sure how active a member Maxon is or do they just get the newsletters?
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zbrush ipad beta?
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yeah the person said the screen glitched on the back button and showed that price
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someone on fb is now claiming to have stumbled across a price increase for Maxon tools. I guess R&D bill of new dynamics stuff was passed on to the customer if this comes to fruition. EDIT: I sure hope not.
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Actually they meant to add real sculpting features from Mudbox into Maya but the project was too complex with the DAG. there is even old videos floating around about a tech proof of concept. It was never even put in beta before they dropped it.. subsequently dropping Mudbox development too a couple years after that.
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judging by some of the tests from some blender youtubers, eevee next isn't that great. You'll still need Cycles or Octane for things like sss, good reflections/shadows and more. Regardless, I was able to pump out some QUICK animations w/EEVEE using a cheap addon/plugin for assets.. none of those words are available in C4D. Still, eevee is a good option to test out on projects if you use blender at all.
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one thing I just tried is you can drag/drop from the GSG plus library directly into the Asset Library.
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they aren't actually. Just go to the directory you designated in prefs for GSG stuff to reside and it's all there.
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SOM too:
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more interested in other QOL features but they seem to be leaning into particles the most since that's probably where a lot of dev hours was spent. it's also more press-worthy. I'm hoping we'll be able to export the new particles.
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already taken down.
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Maxon just like Autodesk (mudbox and sculpting beta inside Maya) conceded defeat of specific feature sets to outside devs like Substance Painter, Mari, Zbrush and 3D Coat who had better performance and a growing user base. Blender is the only developer actively pushing sculpting and texture painting in its app and from what I've seen many pros people still prefer Zbrush and Painter. The difference is, Blender isn't beholden to shareholders or worried about trying to turn a profit so it can keep developing toolsets that people may not even use, like their editor.
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https://x.com/MaxonVFX/status/1775232003094253643?s=20
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Would be fun if they actually dropped the release ON April 1st. People would have to do a double take and then realize it’s real.