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Everything posted by srek
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Keep in mind that on modern windows versions a simple application can't crash to BOD. This is only possible for near hardware software (drivers, BIOS etc.) or hardware errors.
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If you don't know what makes a setup slow it often helps to enable the heat map. In this case it will show you that roughly half the computational time is used in the subdivide node. I fear there isn't much you can do to speed this up.
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Sorry, I’m not in the position to talk about future plans.
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Xpresso is over 20 years old. Quite a few resources on it are printed books or otherwise not as easy to find as YouTube videos. Regardless its age it is still a premiere tool in Cinema 4D and there to stay.
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Object is a reference. It tells the Sample node to use the Sound Effector as a source for data. Sample does what the name says, it picks a sample from data. The global matrix input defines where to take the sample. Sampled usually means that something huge is broken down into small usable parts. In the music industry it means that small parts of other songs are used in a new song. You can find the term sampling again in the parameters of the Sound effector, where it tells the effector how to interpret the audio. The sample node does something similar again, but outside of the Sound Effector.
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Just a reminder, please report bugs via Maxon Support.
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I see that as something quite positive. Newtek never really focused on Lightwave, it was always playing the second fiddle behind Newteks video tools. Good luck to Andrew and the team, it would be a shame if a landmark application like Lightwave perishes.
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Maxon now creating C4D Studio vs Broadcast dilemma with their nodes/capsules?
srek replied to Jeff H1's topic in Discussions
This made my day, i would be interested as to where you got the idea of Maxon making a loss from. Anyone who cares to look up our results can do so on the Nemetschek site, Nemetschek is a publically listed company, check for Media and Entertainment. -
That is not a bug but an artifact of the default use of linear. Switch to Bezier and change the Start/End strength then change tge Plane and you can see why this happens.
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ABC is not really 3D, Barycentric coordinate is a coordinate based on a triangle where A,B,C represent the corner positions of that triangle. This can be in 2D space as well. In general your problem is only solveable if you have non overlapping and non collapsed UV polygons. Otherwise you can have multiple 3D coordinates refering to a single UV coordinate. The first step is to determine the UV polygon/triangle your UV position is in. If you have that triangle you then derive the barycentric coordinates of your UV position within the triangle. Then you apply these barycentric coordinates to the corresponding polygon triangle to derive the position in 3D space. Cheers Björn
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Selecting polygons that share the same normal direction
srek replied to Cybergooch's topic in Cinema 4D
The selection is not meant for interactive use but with modeling operations or for the creation of selection tags, the example scene does both. -
Selecting polygons that share the same normal direction
srek replied to Cybergooch's topic in Cinema 4D
In the asset browser search for select facing. There should be only one capsule that matches. Drag it into the object manager as a child of your object. You can use the resulting selection for modeling operations or store the selection for texturing etc. Check the attached scene for an example. Select Facing Demo 01.c4d -
Selecting polygons that share the same normal direction
srek replied to Cybergooch's topic in Cinema 4D
Check out the Select Facing capsule, it is not a tool but works similar to a deformer. -
You can always force it to download everything, Select All, Download Selected. You can repeat that after every new asset drop by Maxon to get the latest stuff.
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Before the poke you don’t have the new point position, so you can’t immediately get the vertex weight. However you can get the polygon center beforehand and get an interpolated value of the vertex map to use for the poke offset.
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Please find attached a different approach. You can turn the Disconnect group in the setup into an asset/capsule that you can use in the object manager and other scenes. Hrvojes setup creats a number of new geometries, each with a single polygon. My setup works more like the disconnect modeling function and leaves the selected polygon(s) unconnected to the rest of the geometry. Disconnect 03.c4d
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All modeling nodes will apply the modeling function to all selected elements using the settings provided. You can not use individual values per element unless you use the node on each element individually. While this is possible in many cases it is not a straight forward simple thing. Another issue is that there is currenlty not much of an integration of standard fields into scene nodes. Please find attached an example on how to apply a modeling function to elements using individual values. Please note that this can only work with modeling functions that leave the original element indexes of not processed elements unchanged, which are most of them. Functions like Remesh won't work. Also not that with large geometries this can become quite slow. poke with field__0001.c4d
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Not really, extreme stiffness in soft bodies usually ends up being a desaster.
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Rigid Bodies are currently only supported in the old dynamics
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Redshift is a First Party Engine, just like Standard and Physical. No need to rely on any other software company if you do not want to. Afaik there is not a single render engine out there that can be used as a drop in replacement for Physical render. Physical Render is at its heart over 20 years old and modern renderengines are structured quite differently, especially GPU based engines. You will need to redo materials and often enough lighting as well. Don't expect to get an exact match though. You will have to learn to achieve the look you want using the new render engine, regardless which you pick in the end. You actually should make this a priority to become productive with the new engine asap. Picking a Threadripper for a rendering machine sounds as if you expect to use a CPU based engine, most modern engines are GPU based so the Threadripper will be of limited use. Honestly, you should have decided on an engine before investing in hardware, especially when going for a Mac Studio as your workstation. RS will work with everything you currently have, but if you use it in CPU mode on the Threadripper it will not be as fast as if you use a decent GPU. A Ryzen or i7 with one or two decent GPUs would be a lot faster than a Threadripper in CPU mode.
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This is the exact same way standard material assignments work. Color Op is not geometry based, it is an object operation and one object can only have one color, just like in the object manager.