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srek

Maxon
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Everything posted by srek

  1. Please try to connect the Linkled Geometry directly to the output, maybe the Clone onto Points node has a problem.
  2. In the group click on the left bar and create a new port. Then right click that port and choose Add Nested Port>Object Bundle>Geometry Then go to the resource editor, select the input port and set Scene Port Mode to Link. This creates a Link field on the group. This port will deliver the geometry of the linked object.
  3. Most changes on this were not made to specific features, like deformers, but to the way how the scene is evaluated. Deformers take a lot of advantage from this even without any multithreading. If i remember correctly deformers have been multithreaded for a few years already, where did you read that this is recent?
  4. Small correction, TP originally came from Cebas and received quite a few updates and improvements over time that were done by Maxon. S&T however is directly from Maxon, like Hair it is heavily integrated into the old render engine, so a port to Redshift would mean a complete new development.
  5. Feel free to check out my small Github Repository as well. Splinify is a generator capsule that will create curved or linear splines from edges. For curves you need to switch the capsule to Bezier mode https://github.com/bmarl/Neutron
  6. You have two options. Either add a bitmap into your existing material and treat the to be painted texture as one of the layers of your material, or layer a second material over your existing material and paint in that. Your idea of just painting doesn't work because you need a bitmap to paint on.
  7. Create an object. Create a material. Choose Create New Texture from the Color slots context menu. Apply the material to the object. Switch to Paint layout Open Material Manager Click on the red cross to enable painting Paint
  8. The wizard is there to start you up with a new material to paint on. Don't use the wizard if you want to paint on an existing bitmap in an existing material.
  9. You need, preferably non overlapping, UVs to paint. However, depending on what you want to do, you can get away with simple optimal mapping.
  10. We have quite a few harsh critics on the team, they are a lot more helpful than fanboys would be.
  11. It is important to understand how active and default selections work. In the selection string active refers to the currently selected elements, this can be whatever you selected manually or what was selected by any selection modifier. The default selection is similar, but different to active it behaves as if every element is selected when none are. Any modifier operation you do will work on these seleceted elements and after the operation the selection will be the result of it. I.e. after a simple subdivision of a single selected polygon you will have the resulting two polygons selected and every following geo modifier will act on them. If you only use named selections you partly bypass this, the active selection remains unchanged then. You correctly determined how to use stored selections to be able to switch between different selections within the modeling stack. The Newly Created asset can't work in the OM because it requires two geometries as inputs, something that is simply not possible in the linear list of the modeling stack.
  12. I am not aware of a single Maxonian moonlighting as a Betatester. Of course we all participate in testing and reporting, but this is not an extra effort but part of our work. We do have an internal team that does structured testing, but our Betatesters are needed to test in real world scenarios. You can't make up for that in house. The number of issues reported is not a reliable indicator. Especially reports from the public are often based on other issues than actual bugs, more often then not user errors, where reports can be useful as well just not as bugs, or other unrelated things.
  13. The Beta team is our first stop when it comes to giving feedback and proposing changes/ideas.
  14. Betatesting is not paid in any way. It does require some time and effort. Some people come with the impression that it's all about being the first to play with cool new stuff, but while this is certainly sometimes true, most of the time will be spent trying and documenting things that don't work as they should. Usually only very late in development can Beta versions be used for any productive work, so working on actual production scenes is usually a no go. It can be quite frustrating at times, but Cinema wouldn't be where it currently is without the enormous help we received from our testers.
  15. In the past, when i was head of QA, it was invite only. I don't know how exactly it works now, but i am not aware of any application process.
  16. Sorry, i forgot to tell you that you don't need the Geometry Op anymore, it just complicates things if you switch the Cube node. The difference is that Op nodes are meant to build object hierarchies.
  17. This would be a job for Loop Carried Value node
  18. It still works the same, but in 2023 you get the primitive by default instead of the Op. Right click on the Cube node and switch it to Op mode. Alternatively you can add a Matrix Op and Color Op after the Geometry Op and feed the color and Matrix there.
  19. If you want to use parametric text you have to solve this via the material projection. You can of course convert any text to polys and do a UV mapping by hand that matches your needs, but the effort is quite high. The Triplanar solution i posted is close to what you imagine with "rolling" over the edge.
  20. The one thing that pops in my mind is an adjusted triplanar projection. Check the attached file for aquick and dirty example Triplanar Offset 01.c4d
  21. Points 1,3 and 4 are on a line. Simple float rounding errors make it highly likely that point 4 is located within the triangle defined by the other points. This means that the triangulation of the polygon produces coplanar tris, more or less a 180° crease. This is a special case of non planar polygons. You can make this visible by triangulating the polygon.
  22. In your example the pixels aren't pixels, they don't have an individual color each but are basically cutouts. Do you want pixels or cutouts?
  23. Not by material, but you can split it by polygon selections, which in many cases results in the same thing. Split Poly Selections 02.c4d
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