Jump to content

LLS

Registered Member
  • Posts

    123
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by LLS

  1. Here is a very basic octree setup: 10-sn-octree.c4d
  2. I wonder if he uploaded that accidentally, seems to be from months ago...
  3. hmm, I'm curious... no rocket lasso video for this update?
  4. ^ yes, this is an awesome addition thats finally been made very easy to do. and also the fact that we can now support adding infinite children and operating on them, not sure it was even possible before, or at least it was super hard to work with 😭 also just makes things so much more awesome for the end user of our setups as well 💪
  5. I've already been playing around with the new scene nodes features. It's an amazing update! And now we can actually create our own custom particle modifiers using scene nodes system, which is going to give TD's so much power here! I'm loving using scene nodes rn. Thanks team! I haven't had time to mess with the new boolean system that much. Anyone thats stress testing it out, let us know what's different/better etc etc!
  6. right now, the biggest issue is that there are way too many spam threads again.
  7. menger sponge advanced version. it can create a menger sponge out of any platonic shape. this is a port of Junichiro Horikawas menger sponge tutorial for houdini (link to tutorial in scene file). 09-sn-menger-sponge-ADVANCED.c4d
  8. actually I think they lost majority of their userbase to blender years ago... they actually had a concept design and concept art userbase that was strong at one point. those guys are now all on blender.
  9. they were trying to multithread it and I reckon they proposed to foundry execs that they need more manpower for that and its an extremely complex task. When they realised its not worth putting the resources into it, they decided to abandon it... I think Modos architecture was way too complex to multithread anyway... the next evolution to all these 3d programs is what cinema4d has managed to achieve before anyone else... proper multithreading and new viewport... people can talk trash about c4d all they want but they managed to do this before any other 3d program... even before houdini... Maxon saved their own asses by making the right call early... at least for now. if they didnt do this it would end up like Modo real fast...
  10. i've mentioned it in the c4d discord, but i assume they wouldnt open source it since it most likely shares code with their other software offerings. for example apparently the same viewport and offline rendering is used in Mari...
  11. a quick and dirty menger sponge effect. of course, my method is always weird and dumb... 08-sn-menger-sponge.c4d
  12. ahh nice I didn't see that video, that explains it well.
  13. I recommend you have a special video on explaining specifically loop carried value. I think its one of the most important nodes for making more interesting things... although not all the time... also handling arrays and collections is one of the most important concepts as well since geometry is basically just a collection of values and in 3d programs ur basically working with these collections all the time 🙂
  14. generally i feel like for production level work an upgrade should never be done unless necessary because stuff like this unfortunately happens... but yeah maybe you're going to have to downgrade back to a version where OSL isn't broken.
  15. yea its become seriously buggy... they still havent fixed the toggle parent generator hotkey when u have subdivision and symmetry enabled. it toggles off the symmetry instead of bypassing it... I think they need to do another one of those massive bugfix releases for 2025... very frustrating when shit that used to work no longer works, just introducing stupid bugs that breaks things is very irritating...
  16. yea I actually agree with that... I think the biggest benefit you will see from capsules and scene nodes stuff is gnna come from third party guys, where they will make cool stuff alot of which Im sure will be free... even dominik ruckli just newly released a cool match size modifier made in scene nodes you can use for free. very cool and easy to use: its stuff like this that gives a lot of hope for scene nodes... so don't lose too much faith in it yet...
  17. I also want to add that the technical aspects of scene nodes still is very useful to the smaller cinema4D community that are more technical or on the development side of things. the most powerful thing about scene nodes is that developers can now create smaller tools/prototypes live within Cinema4D without having to compile a C++ plugin. This makes things much faster and intuitive for devs for certain things that isnt worth compiling a whole plugin for. for example, making a small fractal generator that can be useful for artists is something u can do live within Cinema4D now via scene nodes. If you wanted to even do something small like that back in the day, and you wanted it to perform well, you needed to make a plugin, which isnt worth it for a small prototype. now developers can delegate smaller algorithms and artist tools to scene nodes, and reserve more complex systems like a whole particle simulation system to a c++ plugin where its more suitable... so while I don't think Scene Nodes benefits artists yet, it still benefits those that are on the third party development side of Cinema4D greatly... Scene Nodes is far from a useless tool.
  18. I do agree that it comes with some strange as hell complexity which even I find weird as a technical guy myself. But saying it has been dropped is a completely different thing. it hasn't been dropped... if were talking specifically scene nodes, i would say the ultimate problem is that they've created a very technical tool for a userbase that is not very technical and dont have a good background in graphics data structures and algorithms... most technical guys are using houdini and even maya since maya is more industry standard. you won't find alot of these types in the C4D world especially when houdini already does it way better... right now, Donovan from maxon is looking into ways with the team to bring in more higher level nodes into scene nodes and make nodes that are more artist friendly, so there is lots of work still being done... but like houdini, there are low level nodes like VOPs and higher level nodes like bend, subdivide, outline etc etc... higher level nodes will come in time gradually, whether its behind a paywall or not im not too sure about...
  19. nodes arent dropped. if anything more content is being made for it more than ever... and a whole new node interface that has significantly greater performance has been implemented. also, it is literally a new app... a whole new core rewrite happened. even the ui changed(for better or worse).
  20. I actually respect those thoughts he had on AI... at least Maxon aren't subscribing to all that BS hype around it and thinking about the artists and enhancing real artist workflows and tools... Now that Zbrush Ipad release is out of the way I hope we can see even more good work being done with C4D and even bigger releases that show the true value of the current pricing...
  21. a bit boring but a 3d version of least squares... the math is actually much different than implementing the 2d version, so I thought I'd give this a go as well... I should try some actual useful artistic stuff now... 06-sn-3D-least-squares-estimation.c4d
  22. there just arent enough people on here compared to reddit... and honestly i think the thread was just made to make it look like maxon interacts with the community or something... obviously they cant implement any of what anyone says because how will they anyway with a billion suggestions. maxon already has so much to do with what theyre already working on...
  23. Here is my implementation of Least Squares Estimation in Scene Nodes. I did this mainly to practice learning how to use arrays and loop carried value... I think the way I did it was really wacky and weird but it works 😅 sn-least-squares-estimation.c4d
×
×
  • Create New...