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Jeff H1

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Everything posted by Jeff H1

  1. saw this posted on Sidefx forum https://www.eventbrite.ca/e/houdini-20-keynote-sidefx-tickets-690265702297?utm_experiment=control_share_listing&aff=ebdsshios Moderator note: This link wasn't meant to be made public; it was leaked. The event is invite-only, so unless you received an e-mail from SideFX about it, do not bother attempting to register for it.
  2. Well said. id hate to see how bad they would willingly f up an indie version though. At least Houdini and Maya versions are seemingly fully featured. Who knows what Maxon would think an indie/freelancer actually needs to do their job (hint: everything in c4d *solo* right now). I’d then actually recommend c4d to students and newbies.
  3. One of the threads I read the response from Maxon was students needed to give A lot of proof about their school and particular studies/courses. I guess they don’t want any and every student in college or high school to get their hands on C4d. It used to be simple to prove you were a student… now you are more scrutinized by Maxon. All other companies like Apple, Microsoft, google, Autodesk,catia, foundry and more do not require this for student access. Blender is gonna keep getting more and more users because Maxon likes money.
  4. When 2023 was released they were putting out patches monthly at least for a few months.
  5. definitely. It should be in all node apps. I used something similar in Fusion called Wireless (?). I’d bring in a bunch of passes and have wireless nodes after each of them. Then I could use the wireless nodes connected anywhere else in the comp without having all the excess connections being drawn everywhere
  6. you could change this location maybe? Also you could empty texCache in Octane from time to time. I'm not sure about pyro but maybe when you create a pyro object and don't define a filename it defaults to the c drive.
  7. Making a redshift “lite” should be fully featured as Arnold is in Maya. The same licensing restrictions would apply which is you can only render a batch render in RV. I don’t think it would be a good idea to dilute redshift further by hair, volumetric, sss or so on. Doing that crap would be no different but probably worse than just giving the CPU version. As it stands Maxon has to explain why there’s a c4d versus a c4d paywall version just to get extra capsules that should come standard with C4d, especially if the they want ALL c4d customers to embrace scene nodes. Having a further neutered redshift would complicate things for management and bean counters. No one wants them losing sleep *sarcastic yawn*
  8. I look forward to when Hydra is integrated into the viewport. hail hydra.
  9. Nope. It means it’s the default but you need to buy it unless you want the uselessly slow cpu version. I’m assuming you also have to buy the paywall Maxon one version to get the extra redshift shaders? It’s a really shitty tactic. At least when Autodesk made Arnold the default they have a fully operational renderer which was only locked to render view for batch rendering.
  10. He mentioned a bug with initial state for pyro then using uprez causes a crash. Pretty significant if true
  11. https://support.maxon.net/hc/en-us/articles/8658038724124-Cinema-4D-2024-0-0-September-13-2023 curious to see what it means with USD material support. Glad to see performance enhancements and modeling tools
  12. Great thing is to bring the scene to blender do your thing then export back out from blender. Blender has a lot of free or cheap assets. I’d love to see material x get more widely adopted and possibly use it to transfer shaders from blender to c4d. USD is the way. Let’s see this week if Maxon shows some love.
  13. Yeah you definitely need to test a scene using a couple bucket sizes to see which one works best for your gpu. Sometimes the bucket size can be too big and will slow down the render as well. I remember this even back in the day with Mental Ray.
  14. Edited…. Dupe the camera and pull it out of the rig. I think a use a parent constraint tag (job) on the dupe camera with the original cam as the parent. It should snap the dupe camera to the other camera . Then bake the dupe camera animation in the f curve editor. It should bake the cam per frame. Export that camera to ae.
  15. I thought it was showing they purchased Insydium and have rebranded their product line: 1. C4D 2024 Indie. Standard lowly subscription for $720 2. Maxon One. A bundle not everyone needs, but it's a bundle for $999 3. Maxon One Plus or Maxon One Fused (now with Insydium Fused). Previous bundle plus the enhanced capabilities of Fused INSIDE C4D!!!!!! $1299
  16. Could you select the edges that make up the circle along with their supporting edges and rotate them counter clockwise a bit to have that corner align a bit better? Then it looks like in your snapshot you haven't added the supporting edges on the square yet.. I drew them in blue. you may be able to use those to connect and eventually remove that 5 sided poly? I don't know if the non-planar polys will matter that much when they're subdivided. You could select their points and scale them to make the poly flat probably.
  17. You could also try Save Project with Assets. This should bundle up all textures and assets and place them in a folder you specify in the popup. Then try to convert to nodes.
  18. are you converting 100 materials all at once? try just one and see what happens.
  19. should see up/down symbols. Just move your mouse upwards or downwards. As you get towards the bottom it will automatically keep scrolling down. If you move your mouse up, it will automatically scroll upwards once you get to the top You can also select one and you'll see it highlighted after the dropdown closes. you can use the up/down arrows as it's still highlighted to move up and down the options.
  20. oh snap and he used Physical Renderer. 😛 I guess we have a few more days until we understand what's going on with 2024.
  21. true but Blender geo nodes had tutorials throughout their alpha/beta cycles since the beginning. Those changed quite a bit throughout development. Bifrost nodes changed throughout the years. Things change. It shouldn't preclude people from writing about it. I guess the best method is just to not have them available until they are completely developed and won't be tweaked at all for about 5 years?
  22. not for viewport but for rendering. optimizing settings for rendering. For instance, if a person uses a 16k texture for a distant object the render engine will use it as. Or, if you have an 8k texture and want to down rez it after importing it into C4D, you'll need to open pshop, downrez and reimport new texture. The ability to do these functions inside a DCC would be nice.
  23. This is exactly what I was referring to with regards to leveraging AI libraries within DCCs and render engines. I could see Houdini or Blender implementing things like this or at a scene level where it checks your scene and recommends or automatically up/downrez textures in a scene based on distance to camera and resolution of render. Also, doing upscaling of final rendered images on the fly as well as AI rendering in-between/interpolating frames where you can render out a 20fps render and have it interpolate and add the missing frames, cutting down on render times. External apps do that, like Flowframes. Added: I seem to remember reading about an addon in Blender which you select objects or it auto-selects based on camera distance and you select the rez of the textures you want and hit bake. It will up/downscale the textures. It think this was it: https://blendermarket.com/products/memsaver-scene-memory-optimizer
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