The screenshots in the docu up there are Unreal yes.
It also says the stage was build in Babelsberg Film Studios in Berlin.
My question is: is this realtime rendering or backprojection of prerendered CGI?
RS CPU is performance wise a joke yes, but it is good for people to have it since it is feature wise equal to the GPU version and keeps guys like me who use Octane in production up to date with Maxons new technology. That is important. And it is better integrated into C4D in the meantime and slowly feels like the old renderers (material stacking etc.). It is mandatory in my opinion as a C4D artist these days to have an eye on Redshift. Octane is a brilliant renderer, unbeatable in qualiity and speed but also can be frustrating due to crashes and constant changes all over the place.
I know RS CPU is a teaser to buy the GPU (Maxon ONE) version but it is good to have it.
So if I want to color lets say 3 different poly selections I have to assign 3 materials as Scene Nodes?
It would be good to extend the help file with info like that? Intuitivley I would expect a color node to be constrainable to all kinds of selections.
Too bad. Because there will be quite the market for Scene Nodes/Capsules in C4D since a lot of C4D users will be overwhelmed by it. Just look at Blender Geo Node market...
In general how to feed values into each of thiose number fields. The nodes do not offer inputs for all fields. Only a general Scale input for example that drives all 3 Scale fields
You need to see one point from Maxon perspective: this is just one of many C4D related forums. There multiple german, french, dutch, spanish, japanese, (chinese?, arab?) etc forums plus social media...and cineversity.
Hi in C4D modeling tools is the normal scale function. How do I replicate it in Scene Nodes? I have multiple poly selctions and want to scale them in x,y,z direction indivdually at the same time
I tried to feed 4 String Selections into the Transform Element Node but it is not treating them indivdually but scales them together.
What is the most effective way to do it?
It would be a tremendous help if we finally had visual feedback for selections in Viewport.
Manual point, edge, poly selections in viewport would be equally nice.
Hi,
Clueless noob question: I cannot seem to feed values into Effector OP with Plain effector chosen and Scale Y as Input? I want to feed a Basic noise in. Am I missing sth.?
C4d seems to struggle with the different rig structures. The source animation rig has 2 joints per finger the target has 3 joints per finger. Therefore the mapping fails. You can see that C4D adds the animation (see angle in finger) to the second joint and not the first. You are basically using two different data structures and that leads to failures.
Like this? That was a very quick shot. Far from perfect. But somehow might work for you- Do you want the file?
The fingers deform not yet correctly. The motion transfer cleaunup would need more time
Where can I ulpoad the file for you?
Your skin weighting is broken. Your thumb joints influence the hand mesh. You need to paint that away manually. I can fix it for you if you upload the file. I would have recommended to rig the hand in spread state because the mesh borders are further away what helps the auto skinning algos.
I think masking and alphas should be their prio number 1 for years. It is the core of image editing and was always a bit cumbersome in Affinity. It makes it basically unusable for a lot of things when alpha channels is blocked from copy and paste and direct editing.
In the german c4d forum they found out that if you have a new.c4d file in use for default changes created in 2023 it changes pyro settings after copy and paste. You need to recreate it in 2023.1 it seems. Maybe that helps?