Jump to content

Jeff H1

Registered Member
  • Posts

    483
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Jeff H1

  1. the other screwy thing I realized about the newer Symmetry is when you use toggle parent (Q), it actually toggles the Symmetry (turning it off) versus older versions with the old style Symmetry. While it's somewhat advantageous to have that, it is problematic when you have a Symmetry stacked under an SDS and you just want to toggle the SDS (which is the top parent). I ended up using Ctrl-Q to toggle SDS via the CV Toggle SDS Objects Maybe these two issues are inter-related because the newly worked Symmetry behaves differently now.
  2. Not sure if it was reported already but Insydium tweaked their licensing. I received an email this morning about the 2023.3 release as well as this tidbit on maintenance: With this release, we’ve made minor changes to our product; when your Maintenance expires, you have more options. Option 1 – Buy Maintenance You can buy Maintenance, which gives you 12 months of access to the full INSYDIUM Fused Collection from the purchase date. After your Maintenance Agreement expires, your X-Particles license will still be valid. But you will no longer have access to NeXus, Taiao, TerraformFX, MeshTools and Cycles 4D or receive the benefits included with Maintenance. Option 2 – Buy a Complete Upgrade and *switch to a Complete Fused License As you are an existing customer with a perpetual license starting with XPL or IFL, you can switch to a Fused Complete license by purchasing a Complete Upgrade for £350** The INSYDIUM Fused Complete Upgrade gives you permanent access** to the latest Release Update and all the Service Updates for that version. You’ll also retain access to the full INSYDIUM Fused Collection: X-Particles, NeXus, Taiao, TerraformFX, MeshTools and Cycles 4D.
  3. I think I see the problem. The newer version of the Symmetry tool doesn't propagate down to the editable mesh. The darker mesh is the Symmetry and I'm editing the mesh. R21, with Clamp Points on Axis, Delete Polys on Axis. As you can see the Symmetry mesh and the editable mesh align correctly.
  4. I recently started leaving it on by default while modeling as I get an idea of issues as they happen.
  5. I'm waiting for the two heavyweights tomorrow... Billy Chitkin and Gryun Kim.
  6. https://www.maxon.net/zh/event/siggraph-2023 Day 1: Notables for me from Day One were Auturo Wong and Handel Eugene.
  7. yeah I've submitted a few through tickets. I remember one where they responded saying they were aware and the bug was already fixed and ready for the next patch. Pretty responsive.
  8. ahh I tried the tolerance but without snap points to plane.. interestingly enough it actually moved the symmetry side over into the editable side.
  9. I know Symmetry was reworked to create a symmetry hub thing, but are things like clamp points on axis ever coming back? Without it I have to spend a little extra time drawing a cut to the axis then dissolving the extra diagonal edge as both ends. Or are their hidden features I'm missing? I've tried messing with the weld toggle, cut along plane and the tolerance but it doesn't see to act like the old options. old options:
  10. I think it's quite common, especially if you look at detailed release notes for each release. They typically state what's new, fixed or known bugs. In some cases the details on the bug may offer a workaround, depending on the software and the dev notes.
  11. On the Maya beta many more were brought on eventually as not everyone is experienced in every facet of the software. You need character people banging on the animation features, lookdev people pounding on the rendering side and of course modelers putting those features through their paces. Also, you need various people with various backgrounds and importantly enough, with different platforms. As Srek can attest to, some bugs just can't get fixed upon release even if they are known.
  12. yeah on the Maya team it was a bit rewarding to see feedback go back into the product at some point down the line. There were obvious pain points with management with regards to accepting feedback too. 🙂 this is the way...
  13. yeah I was on the Maya beta for years. I just wasn't sure how Maxon handles it.
  14. I'm curious. How does one get accepted into C4D beta testing? Is it invite only or do you sign up somewhere and cross your fingers for a reply?
  15. not sure if you looked but check to make sure you settings are correct on the imported material, specifically the Projection.
  16. Aturtur's Cinema 4D Scripts https://github.com/aturtur/cinema4d-scripts Kaktak https://kaktak.gumroad.com/ Rocket Lasso https://rocketlasso.gumroad.com/ Kengo Ito https://kengoito1110.gumroad.com/ Plugins 4D https://plugins4d.gumroad.com/ Maxsim Bitiukov https://mbitiukov.gumroad.com/ Matthaus Niedoba https://matniedoba.gumroad.com/ Ihor Dmytrenko https://ihordmytrenko.gumroad.com/
  17. I'd recommend checking out ALL of his free scripts on github: https://github.com/aturtur/cinema4d-scripts
  18. I noticed a few UV workflow streams lined up on the Maxon YT page, which starts around the time of Siggraph (Aug 6-10). Curious if anything new on the C4D side will be teased.
  19. I'll remove all textures and work on them one by one. I also don't know if you'll need all those 6 textures in Physical Render. You could try looking at this
  20. you could push it through the volume builder then Remesher, then use sculpting tools on the resultant mesh to refine. You could even just use volume builder on individual branches one at a time then combine them later into another volume builder
  21. yeah this is the cheap way of doing it. C4D's Viewport is still behind. It won't display something like this so it would have to be tweaked in render view.
  22. depending on the renderer used, you can use the cloner info and randomize the UV placement in the shader. I'll have to dig up an example
  23. I'm there with you MASH. I've enjoyed using Octane more. Even though I disagree with Maxon's decision to hold back assets for lowly C4D subscribers versus their Maxon One subscribers, GSG subscription with materials for Octane, Redshift AND Arnold is extremely nice. They have some interesting plugins too that come with the GSG sub (part of Octane sub) However, if you plan on using your single 3rd party renderer across different DCCs, I'd recommend Redshift or Arnold. I haven't seen too many posts from people using Octane in Maya or Houdini. I tried it in Maya years ago and it was a sh*t show.
  24. magic! my only critique would be how elevated the roll is from the ribbon on the ground. just think about if you had a roll of toilet paper and rolled it away from the toilet paper already on the ground, it wound stay close to the ground as it rolls.
  25. Unfortunately all 3rd party renderers are subscription based these days (Arnold, Vray, Octane, Redshift). I think it's just a way to use Octane offline so you don't need to sign in/activate each time you open C4D with Octane installed). It's also useful for farms not connected directly to the internet. A long time ago I worked at a place that used dongles for Vray in Maya. We had about 20 licenses on a single dongle. We then moved to Arnold which could be activated offline as well. One good thing about the Octane subscription is the amount of stuff they include like World Creator, Kitbash 3D, Architron, Casadeur and more. It also comes with 20 render nodes. Maxon would rather you pay more for Maxon One (than separate Redshift/C4D subs) just to get some extra redshift shaders and not give you any extra render nodes. I do like Octane's update to the old node editor. Simple things like dragging out from a node input pops up a search window corresponding with the right type of input. I like their search in general compared to Redshift using a striped down version of the asset library (specific to redshift)
×
×
  • Create New...