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zeden

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Everything posted by zeden

  1. zeden

    Nitrogen AI

    Meanwhile After Effects still doesn't understand the project folder I am working in ;)) Intersting so far is that all the AI stuff is always 2D image based. Clean Poylgon structures still seem to be hard to do. Even the "Photo to 3D" AI gives messy meshes.
  2. Stiffness is independent from mesh via values I am out here. It is what it is and I think I understand the problem now . Thanks to all for chiming in.
  3. I tried to make my point but it is obviously not seen as valid. More I cannot do. Here is the Maya nCloth simulation table. Guess why they are doing it as the industry character tool no1? https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-CharEffEnvBuild/files/GUID-10701398-2AE0-4A3A-8C9F-F26C4EB4D4CE-htm.html Here is Houdini's cloth attributes node: https://www.youtube.com/watch?v=Vrq0EEK7um0 And Marvelous Designer physics Tab is well known I guess. They all seperate mesh and physics. And they have a damn good reason for that.
  4. Isn't it even more cool that it is only morgpah, Python and xpresso most likely? That means we could have done it for years 🙂
  5. Sorry to disagree again but it is the exact opposite. MD gives enormously precise physics control by having a seperate physics tab. Modeling and physics are precisely controlled. In the current new C4D way I am basically blind guessing how low my low poly cage needs to be. How would I know the mesh density of a certain fabric style? I am forced to guess around with multiple poly density cages until I get there somehow. 100 polys? 500? 2500? I am realizing you guys designed it for Mograph stuff in mind. I initially thought Cloth is for characters. Guess that’s where we differ.
  6. In Octane,Arnold,Vray and Redshift etc there are material setups for udims. In native c4d the udim approach is not implemented. Here you need to apply poly selections for every udim I think. And offset the material in attribute editor x direction There is also a free udim plugin by Plugins4d.com
  7. I am certainly happy with the direction of c4d at the moment. Basically trying to close the gaps from the last decade. I understand the developers approach as described by Fritz. But in this case it is a design failure from artist perspective. Modeling should be independent from simulation constraints. That mesh based approach leads to impossible presets like srek described. Building a second mesh hierarchy as simulation setup is a source of error and data explosion. But okay it is an appreciated good improvement for c4d for sure
  8. Thanks to all. That works yes. But that concept is flawed in my opinion. It basically means you to have to model an object with cloth dynamics in mind or even drive it by a low poly deformer simulation mesh. The first leads to compromise in visual quality and the second leads to a convulated the setup that needs extra cages and introduces new deformers. It works easily for simple example scenes but gets difficult when layering multiple cloth objects like character cloth etc. A jeans has different physics than a leather jacket and different from a tshirt. Marvelous Designer has it all as physics settings. And there is a good reason for that. The mesh quality should be independent from simulation in my opinion.
  9. Hi, I am trying to make sense of the new Cloth system: I want a leathery cloth with a good amount of stiffness....but there is no way to control the stiffness of a single object individually, right? How to do that? Where are the stiffness settingsin the cloth tag? How to make one object for example a shirt and another a leather bag both having of course massively diffenrent material physics?
  10. Hope you release it for the newer C4D versions. Would be really awesome!
  11. They released an extensive update for all DCCs just a few month ago. I think Redshift is developing really good in fact. They have GPU, CPU and RT engine in development. And are cooking a version for AMD. That is basically a renderer for every platform out there which is great (Even though the CPU version is embarassingly slow).
  12. You mean Redshift RT? It is already in RS GPU license avaiable in C4D.
  13. Which one do you mean? Octane, Vray or Arnold?
  14. Do you know this? https://www.c4dzone.com/en/shop/plug-ins-17/measure-it-1-2-1-272.htm And this: https://www.caleidos4d.it/plugin_dimension.htm
  15. I think we all understand that the xpresso core needed to be rebuild under the hood. What the problem is is that for 95 % of c4d users the scene nodes are too deep into programmers territory. Xpresso was very good at enabling the artist to quickly build connections between c4d objects. With scene nodes we can build the same connections but we also need to handle the objects data structure as well which no artist really cares about and does not want to be bothered with. Hence 1 xpresso node now equals 3 scene nodes. The power is tremendous of scene nodes. It is just not build with the majority of c4d users in mind. A suprising design failure they try to compensate for with the capsules system now. People who want to program in c4d have python already. Why would somebody with programming skills that a required for scene nodes use nodes at all? An iteration of xpresso with slightly deeper user level access with new core architecture would have been great.
  16. How is that working? Pose morphs based on uvs? There were Maya scripts for that out there. Would be cool yes
  17. Cool. Good to know. Funny that thing is broken for 2 years now
  18. Hi, I cannot help you with R21 but in S26 and GoZ Polypaint is transfered as vertex colors. Dynamic Subdiv is a Zbrush specific feature and cannot expected to be transfered over to other apps. The intergration of Zbrush and C4D can be expected to be tightened in the coming releases after Maxon took over Pixologic...so maybe update?
  19. Moves was broken somewhere around R24/25. I do not know if they fixed it. I think R23 was the last working version...you might contact support.
  20. Do we need to buy 23 add ons for it hidden in 7 subsites to export the rig as fbx? But hey, cool software!
  21. Would be interesting to move Zbrush Core into C4d as native sculpt Nomad for Android is also only 25 EUR. I recently bought it and it is quite cool despite being far away from Zbrush
  22. I struggeled with the new Gui, have a love hate relationsip with it (the icons don't really work, are hard to distinguish visually and many more problems) but realized they will never go back. I bascially go around it by using quicksearch more often. Other parts I really like. But it is the GUi I use here and they will not revert it. Btw: my main issue is the OM. If you have very long object names like in CAD files the tag tab slides off into invisible space. Super annoying. I find myself like 20 times a day dragging back the separator in OM just to see the Tags. They need to make the separtor fixed. See here. The tags simply shift off into left off screeen:
  23. There is an Octane version on Gumroad
  24. Go to Move tool and Ctrl+Shift click the polygroup The "Nick Tools" for Zbrush have a script whick can be mapped to a shortcut called "Mask PG under cursor" which is even faster. Hover over a PG and fire shortcut. Done. No need to change to move tool you can stay in Draw mode.
  25. You might want to delete the error surface and fill the holes with Fill Polygons command again to connect faces. Maybe that solves the issue Hard to see but they are the planar surface?
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