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Jeff H1
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Everything posted by Jeff H1
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UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (JULY) - REGULARLY UPDATED
Jeff H1 replied to HappyPolygon's topic in News
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. -
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
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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.
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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.
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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)
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like the Redshift Blender port... apparently no one uses it, either opting for Cycles, Eevee (sad to say) or Octane. Now that Octane is almost done with their addon version of their Octane plugin, I would imagine more people will download it. Before it was a hassle to use a special "Octane" build of Blender. Not so much now.
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C4D's viewport is a f'n miserable existence. Pause development of nodes and particles and focus on Quality of Life (QOL) issues. At least catch up with Maya and Blender for viewport performance and capability. You can try soloing by hitting the S button on the texture, or piping the texture for the color channel directly out to the Surface | Output of the material.
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UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (JULY) - REGULARLY UPDATED
Jeff H1 replied to HappyPolygon's topic in News
Any rumors on release date for C4D 2024? I look at the emails on occasion for the "Special Announcement" streams but I haven't seen much. Very Zbrush heavy lately. -
Is this something which will be supported in C4D 2024.. or are features still lip-locked?
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yeah Maxon have not properly embraced UDIMs throughout the years despite every other 3D software out there fully supporting it. It would be nice if would embrace it and make it easier through UV display of UDIMs, packing and moving to specific UDIMs and so on.
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use a vertex map as an alpha for a blend material between 2 other materials? maybe like this?
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Original post: Direct link to Gumroad: https://rart.gumroad.com/ Discount code: FLASH80
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I've had external drives lose data mainly because of the junky interfaces/chipsets used in some caddys and external hard drive enclosures and usually during boot up or shut down. I too would recommend a fat internal drive for storing all models, textures, references, vdbs, hdr and things in an assets folder. If you want to, get an external drive and do a one way sync between them once a month or so as a backup. As a contingency, I'd look at something like EaseUS Data Recovery Wizard or similar for recovering files that were lost from a screwed partition/drive. For files that were deleted on working drives I try to remember to use Recuva (free version). There are also online backup options like Crashplan (I use), Backblaze or others.
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not really. PTEX was introduced awhile ago but never caught on outside larger studios wiling to use it (eg. Pixar and Disney). Only specific software supporting creating PTEX which was Mari, Mudbox and I think 3D Coat. Maya and Houdini supported it pretty early too. You didn't need UVs to paint on large meshes (lots of polygons). I think each PTEX file allowed you to set resolutions of specific areas of the models as you paint. For instance if you have a monster, you could effectively paint in more higher res detail on the face but maybe lower the resolution on say the arm pits, feet or some other part that doesn't need it. One of the big problems with Ptex is you couldn't edit the files side something like Photoshop if you needed to. Also, I don't think you could export out the PTEX maps as AOV passes? I think it's also considered more computationally intensive compared to UVs. These days apps like Substance Painter even give you an auto unwrap function with a lot better packing than before. Even Blender and.. well.. somewhat C4D have better UV tools. You can always use Rizom which is crazy good and has bridges between apps like Houdini, C4d and Blender. The other thing that has helped at least some software is the adoption of UDIMs to span UVs, although some apps like C4D haven't embraced it completely, which is mind-boggling at this point.
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UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (JULY) - REGULARLY UPDATED
Jeff H1 replied to HappyPolygon's topic in News
not sure why the Grove is charging more to Houdini users than Blender users, at $628.33 for a tree plugin. Houdini Indie costs about half the price of The Grove plugin for Houdini. -
I used Fusion quite a bit at my last job. I was able to import whole scenes into Fusion and using the camera with the rendered AOVs I was able to do some additional compositing (lens flare, bloom, cryptomatte, etc). I also had built a full earth in Fusion (3D) with 16k textures. It worked pretty well. Back then the courses I relied on at the beginning were from CMIVFX (RIP Chris) and FXPHD. One youtuber used to post quite a bit of Fusion content but kind of disappeared for a while is Con-Fusion. https://www.youtube.com/@ConFusion/videos While I preferred Nuke when I was using it for some indie film work, Fusion is capable for this kind of stuff. We used Fusion Studio versus the FIR (Fusion in Resolve Studio) because it was more agile. You don't have to create a resolve project and go through that whole process just to dig right into a shot. Also some nodes weren't exposed in FIR versus the Fusion Studio at that time. I'm not sure about 18.5. Back then I thought if you buy Resolve Studio you get Fusion Studio for free as it's tied to the same key (but don't quote me on that.. check for yourself). I didn't try Natron as it seems like the project was side-lined for years and as many lawyers and bean counters Foundry has, I assumed Natron would be shut down eventually. Also, unless it gets more popular over the next few years, Nuke and Fusion have it beat for 3rd party support and scripts.
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welcome to Blender youtubers. they have almost no industry experience and have only learned Blender over the past 4 years yet their followers consider them at the pinnacle of their careers (as blender youtubers). 😛 btw, I know the C4d channel you're talkin about. I got some xpresso ideas from him before. i zoned out on the python stuff.
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C4d and Octane - HDRI not showing thru window glass
Jeff H1 replied to Monstrphil's topic in Cinema 4D
It's something I would more than likely do in post as it may be hard to get it looking good within the renderer (especially as an Environment). I'd output an AOV, use the window as a matte for the photo of the park inside of AE, photoshop or whatever. If you are wanting to do it inside of C4D, I'd say it's better to use a card (plane) with the photo of the park as a material. There will be less distortion or warping as an Octane Sky/HDR/Environment Tag is meant for 360 environments. Place that card outside the window and scale as needed. -
C4d and Octane - HDRI not showing thru window glass
Jeff H1 replied to Monstrphil's topic in Cinema 4D
try this; -
You're fooling yourself if you think Maya isn't adding polygons when you toggle Smooth Mesh preview. Quick way to show yourself is: 1: Add a box. 2. Ensure Display > Heads Up Display > Poly Count (or whatever it is now) is turned on. This shows verts, edges, faces counts in the viewport. First row is total counts, middle row is for selected objects. 3. Toggle Smooth Mesh Preview and watch the numbers change.
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UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (JUNE) - REGULARLY UPDATED
Jeff H1 replied to HappyPolygon's topic in News
yeah I just find it strange how they are going to require AVX2 and yet shit is still sluggish and many functions are still "single core" and slow. If you look at Houdini 19.5, it only requires SSE 4.2 (which is an older instruction set) and it feels more stable, viewport is like butter with lots of data, and pyro sims don't error out as much 😛 maybe it's related to their some day updated scene nodes (maybe 2.0) which require that added vectorization. I wish them well on their adventure! -
UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (JUNE) - REGULARLY UPDATED
Jeff H1 replied to HappyPolygon's topic in News
this means more robust updates from Maxon including that famed re-write? As is stands no current software requires AVX/AVX2. It's all SSE.. with Houdini and Maya requiring SSE 4.2 and Blender only needing SSE 2. Is Maxon putting out additional information regarding why the requirement?