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RBarrett

Maxon
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Everything posted by RBarrett

  1. That's expected (well, not the freezing part). The first time you run ProRender, it has to compile shaders specific to your graphics card and drivers. This can take a bit (on my system it takes about 5 minutes). After 30 seconds or so, the status bar should say "this could take a while". It can seem like things are frozen though. If you're patient, you'll see the render begin as soon as compiling is finished, and it won't need to compile again unless you delete your prefs, update drivers, or install a new graphics card. I've created a quicktip video for Cineversity that highlights this and 4 other "gotchas" with ProRender. Watch for the video on Cineversity, YouTube and Facebook on Monday or Tuesday. (As a preview, the other four gotchas are shader support, bake resolution, scene elements and normals).
  2. What GPU? Make sure the drivers are updated, and make sure the right cards are checked in the Preferences (uncheck any Intel cards, or Nvidia cards on Mac).
  3. Yes - you can create a file which contains all the command and parameters IDs which should be highlighted, and users can load that file within the preferences to highlight that set of features. -- for everyone else, I'm simply answering a question - not elevating the feature to super awesome amazing ;) EDIT: just re-read and realized you were specifically asking about third-party plugins. Let me answer in your preferred format:
  4. It's a combination of a few factors - We do actually do a bit of editing, cleaning up the live edit by patching in ISO recordings and demo reels (to avoid double-compression) We add section markers to make it easier to navigate and find content We don't have dedicated staff to the task - it happens twice a year and we run lean and mean. We publish in batches because 21 videos all at once is a bit overwhelming for folks, and smaller batches helps each presenter to get more attention We should have the first batch of presentations up later this week. Thanks for your patience.
  5. Yeah - most of the We'll be including projects for most of the examples in our quickstart videos. We'll also have lots of quicktips as well as some project- and reference-based series coming out in the next few months. I'll be demoing some new scenes in my Siggraph presentation on Thursday, and most of those will be refined and published as quicktips with project files.
  6. ProRender works progressively (like the Progressive mode of Physical Render), so you can see the entire image immediately and it should be pretty obvious that something's not right.
  7. Poly Reducer retains UVs so it generally works with normal maps. Not sure about imported normals in a Normal tag. The LOD system controls the view and render by default, but there's an option to always render at LOD 0 (highest LOD) if that's what you'd like.
  8. Boy the conspiracy theories never end. Open R18. The falloff object is there - just called "Weight Falloff" in the Character menu. It was temporarily moved to the MoGraph menu because it can be used to control the glue of Voronoi Fracture pieces, then it was decided to move it back. We really don't need to do anything to increase foot traffic at Siggraph. We're the big giant booth right in front of you as you enter, and the booth is consistently packed. I'm confident anyone remotely interested in C4D will stop, not just to see R19 but to see the fantastic presentations by some of the best artists in Cinema 4D. All of which everyone can see online at C4DLive.com starting tomorrow morning at 9:30 am Pacific. The Voronoi connectors are Dynamics connectors automatically placed between chunks - so you can control them in any way you can control a Dynamics connector. And as I mentioned the Glue functionality (not connectors but creating multi-fragment chunks) can be controlled with falloff, or by a total number of clusters or point distance. When you render with ProRender, features that aren't yet implemented just won't show up. In most cases what you'll be missing is some effects shaders - surface shaders are baked automatically if not natively supported.
  9. Not with R19. It's included in Broadcast, Visualize and Studio
  10. ProRender works on Nvidia and Radeon cards with Windows, and of course supports AMD cards in the iMac, MacPro and MacBooks
  11. Linked above, but make sure to check out our full New in Cinema 4D Release 19 playlist on Cineversity.
  12. Pretty sure the symmetry you see in the video is achieved by flipping and overlaying the UVs from one side on top of the UVs from the other. There's no built-in Symmetry painting in BodyPaint 3D (though Sculpting does have symmetry).
  13. The blog that introduced this effort mentioned that UV tools are definitely on the radar and an effort that would be coming after the OpenGL painting. There are many reasons for prioritizing this way, but perhaps the biggest is that BodyPaint 3D painting was the only area still using software shading and was hampering efforts to streamline viewport enhancements around OpenGL.
  14. RBarrett

    MSA Renewal

    Hi Mark, Thanks for pointing that out - indeed it doesn't make sense. I think it's a case of some MSA promotional text getting copied into the confirmation email. We'll take a look and clean up the wording. As you know, your MSA already includes any upgrades released during the MSA term. The "greatly reduced cost" is the ~30% savings of the MSA price (eg $650) vs the standard upgrade price (eg $995). But indeed it doesn't make sense in this context.
  15. RBarrett

    R18 is here :)

    Yeah - it's just the nature of time zones. Release day starts in Germany 8 hours before it starts in the US. MSA fulfillment emails are going out right now in stages. We plan to have them all out before the Labor Day weekend.
  16. Thanks for the feedback. We'll try to get some character modeling tutorials for Cineversity.
  17. Thanks for the feedback on the blog post everyone - I'm glad we got one right. Regarding UV improvements, as it says in the blog the OpenGL painting is slated for the R18 cycle and UV enhancements are the next step after that. It's of course possible to work on both concurrently, but as far as users are concerned UV enhancements will come AFTER OpenGL painting.
  18. From what I understand, the BP OpenGL support will be part of a service pack to R18.
  19. The Flash is Required message is just the embedded YouTube video, which can be seen at the top of this thread. I think for some reason the current backend of the MAXON website can only embed YouTube using the Flash embed rather than the newer HTML5 player. I don't really have the details, but that's what I've been told in the past.
  20. You can find Andy's presentation here: http://www.cineversity.com/vidplaytut/siggraph_2015_rewind_andy_lefton_breakdown_of_two_worlds_animated_short The functionality you're describing is User Data, and the option to add any parameter to the HUD. Basically you just right-click any attribute and choose "Add to HUD". Andy shows it beginning at the 30min mark.
  21. ​Here's what I can communicate right now (as Paul did on the other thread): Your concerns have been heard There is general agreement at MAXON that communication needs to change There are discussions underway about improving communication I know what a few of us have said to this point doesn't go far enough, but we're still internally trying to sort out who can communicate what and when. That's unfortunately going to take at least another couple of weeks, due to scheduling. This is being taken very seriously, but it's also a big paradigm shift for the company, and it's coming at a relatively tough time to get all the relevant parties together. In the meantime, the posts you're seeing from various MAXON folks are not meant to "extinguish fires" but in some way reassure you that although we can't act on things immediately we are paying attention.
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