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Everything posted by srek
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Color Op is basically setting the object color, you can not use it for individual polygons. That would be a material based operation.
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Cineversity offers a preview of the new site and it is in your face Maxon. Both the new Cineversity site as well as Maxon.net offer support as a main category, under which you easily see Feedback as well as Support request links. Whatever Google or any other search engine shows you, this isn’t hard to find.
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In my, private, opinion "The Community" simply does not exist and likely never has. Even at the high times of forums, well over a decade ago, it was always ever only a fraction of all Cinema 4D users that were active or even looking. In best case you had a few dozen active contributors every day and a few hundred lurkers, at least according to the views registered on CG Talk at the time. Cinema 4D user numbers have exploded since then, if you want to get an idea how much check the quarterly results of the desgin segment of Nemetschek and do a bit of multiplication/division. I have no idea what percentage of Cinema 4D users this forum reaches, my personal guess is that it is well below 0.1%. So in the end we are talking about a minuscle number of Cinema 4D users that help each other out and have a way way way disproportionaly large number of Maxon people helping them out with their problems, especially since this specific forum isn't visible to everyone. Different to a decade ago where you could argue that everything you did to help on a forum could help any number of users. By contributing in these numbers Maxon actually adds a lot of value to the forum, it is up to Igor to make best use of it. Even at CG Talk high time i don't think we had an absolute number of Maxon employees posting actively comparable to here, let alone having the CEO posting anything at all.
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Is it possible to change pivot position of MoText?
srek replied to Vitaly Anikienko's topic in Cinema 4D
The power of capsules 😉 -
Is it possible to change pivot position of MoText?
srek replied to Vitaly Anikienko's topic in Cinema 4D
Maybe try if the Geometry Axis Capsule does the trick for you -
The stored selection contains all polygons from before the inset operation, that means an operation using „A“ after the inset will act on all polygons but the newly created ones. Default will use either the currently selected elements (active), or if none are selected all elements.
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If you look closely it mirrors what you would do when modeling interactively. Of course you will need to know the neccessary nodes to achieve the result, but the process isn’t cryptic.
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Your setup pointed out a shortcoming of the Select Facing capsule. I modified the capsule to work on an existing selection, that way you can modify the existing selection instead of creating a new one. I replaced the deletion and connection of geometry by a setup that just changes the selection. The change in capsule functionality will likely be added to Cinema in a future update, you can copy the capsule from the scene to your prefs database using the asset browser. ScenesNodes_RD_0001.c4d
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If you post the file i can take a look, just from screenshots i don't know why the extrude did not work as you expected.
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Why don't you use the Polygon Selection the Newly Created node provides as a selection for the Extrude?
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Source and Target are oriented completely different. The parented fingers axis tell you the difference. While the axis opf source and target align, they are NOT the same axis because of the rotation. How and why one is rotated differently than the other i have no idea.
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I try to be a modest person, but this time I’m just realistic.
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Neither Hrvoj nor me are exceptionally talented, we just have a bit more experience with Scene Nodes than most. I would expect everyone who does complex expression stuff, own Python scripting etc. to be able to do basically everything Hrvoje or i have shown here, assumed they make themself more familiar with the tools.
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Sadly u-render went out of business, you won’t get any new licenses.
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It is CPU only, thats it.
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The correct name is "Subdivide" and it is not a command but a capsule that you can find in the asset browser. Just apply it as a child to your object and enter the name of the Polygon Selection Fritz advised you to create. The name needs to be in quotes.
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I don’t see a scenario where this happens. Standard Render had its time, over 25 years are enough. It is time to focus on a more modern and flexible base.
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You can use any render engine that supports Open VDB volumes. This is also how Redshift renders Pyro.
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Welcome In the Hair object choose Hairs>Roots>Root:As Guides
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Why not just create one subfolder somewhere and make that a specific database for experiments? I usually have a couple of different database for the different areas and stages of assets i am working on. That makes it easy to choose which should be active at any given time. I have to admit, it is not a very easy topic, but depending on your needs this can save a lot of time and effort.
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The link to the nodal asset should not break, if it does thats a bug. You need to make sure though that the asset is actually available, in case of my example it is stored within the scene database. To use it in a different scene you have to copy it into a different database, just like with all other assets. The asset showing up in the wrong category is likely my fault, as i said, I’m not at my top game currently. I don’t know why the preview doesn’t work for you.
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Took me a moment to set this up, i am ill at home currently and not really on my best game. The attached scene comes with two assets, a nodal material and a node asset that is used within the material. If you load it you can see three materials and three cubes. All materials are identical in their setup, the only difference is in which version of the node asset they use. I created the node asset with one checkerboard color exposed as a parameter and the other defined within the asset. Version 1.0 uses a different "hardcoded" color than version 1.1. One of the materials (and the version in the asset browser) always uses the latest version of the asset, so if you edit the asset and save a new version (1.2, 1.3, ...) that one will be used. This allows you to have a basic material definition that you can globaly update at any time, regardless how many instances of the nodal asset are used in any number of materials. At the same time you can have individual variations of it, where the exposed parameters keep their values even if the asset is updated. I think, while not the most straight forward method, this can allow for pretty powerful workflows. Imagine creating simple placeholder materials where you only define some color at the start and later flesh them out without ever having to go through your material assignments again. Node Material with Asset 01.c4d