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zeden

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Everything posted by zeden

  1. A few I thought I needed for my specific work a year ago. I decided to learn Maya instead: I needed this for broken FBX import/export https://blendermarket.com/products/better-fbx-importer--exporter For Rigging to emulate C4D comparable features: https://www.blendermarket.com/products/voxel-heat-diffuse-skinning https://www.blendermarket.com/products/blender-retargeting-tools-1 https://www.blendermarket.com/products/auto-rig-pro https://www.blendermarket.com/products/vehicles-rig-factory RTX/GPU Rendering https://ecycles.gumroad.com/l/E-Cycles Modeling (just for the awesomeness): https://www.blendermarket.com/products/hard-ops--boxcutter-ultimate-bundle https://blendermarket.com/products/decalmachine Multiple UV tools, because I found uvs in Blender really lacking: https://www.blendermarket.com/products/hard-ops--boxcutter-ultimate-bundle That is my personal stuff of course I collected a year ago. After that I didn't really follow Blender anymore. Some of these make Blender superior to C4D (especially the modeling and rendering) others are there to simply catch up with C4D (Rigging, UVs, Scene Management etc). Overall I found a lot missing in Blender and in general put the fanboy talk into perspective. But the fact that there is such a well developing plugin market is simply awesome.
  2. Hiding the Coordinates Manager behind an icon is another strange decision, no? Is nobody using it? Eveybody I know is using it as a core part of C4D.
  3. Group Pro is a typical example for my findings for Blender: I made a list of add ons that I wanted to emulate a fast C4D like workflow inside Blender and ended up with an accumulated price Tag of 500 Euro. But in spending that one gets a very solid app for sure.
  4. You have to increase iterations under document settings/dynamics (ctrl D) to stiffen the belt. They splitted the cloth settings into the tag and the document settings resulting in a constant jumping back and forth between the 2 gui. A bizarre design decision resulting in like 5x the clicks you prevously needed. No clue why stuff like that survives a testing process.
  5. Don't forget good old Filterforge. Another one that was ahead of everybody else but missed the jump into the 3D Texturing world
  6. Yes nice piece of software! Raytracing next please ;)
  7. Ask him? 🙂 https://vincentschwenk.de/ https://www.instagram.com/vincentschwenk/
  8. Cool, want to share your settings? I find it a bit strange to seperate the Cloth tag features and the dynamics values interface wise. I constantly have to jump back and forth between the tag and ctrl+D Nevermind I found it out. You have to use a closed surface. In Marvelous you can pin 2 planes together. Not here it seems
  9. Used the new modeling tools yesterday the first time on a project. Close hole, bridge and Zremesher inside C4D have a great impact immediately. They even nail beveled edges in 95% of cases so far. Great Speed up
  10. I consider it half assery. This is screwing customers that were underdelivered for years regarding rendering while paying premium prices for C4D. Just throw in the full package and let us be happy and cash out on the Maya, Blender, Max and Houdini crowd.
  11. Amazing how TV VFX qualitiy is raised by the streaming platforms and the pandemic even though this here is not really feature film stuff of course but looks great. Of course you can do that with C4D. but you might want to add Houdini for water stuff.
  12. Having just one texture for multiple objects? Standard workflow in games to minimize data streaming because every single asset has to be loaded and called. So having 3 textures for 20 objects is faster than having 20 textures for 20 objects
  13. I just saw you can convert materials in material manager to RS
  14. Or they need to provide a solid converter. Look will be different anyways
  15. Was of course just a matter of hours until people find out the render times of RS CPU 🙂 I guess 10% of GPU Speed is currently the thing hence my rant earlier in this thread about leaving GPU out of core C4D
  16. Look at multilayered cloth examples in the linked videos here. That was impossible before. They seem to introduce a complete new dynamics system not only cloth
  17. Of course it is better for everyone than staying with physical/standard. But it is not about progression on CPU rendering it's about lifting C4D's general rendering into present times which means: GPU The CPU version is said to be multiple times slower.
  18. Modeling tools definietly cool. Cloth examples are a bit weak to judge.
  19. RS CPU for everyone. RS GPU with Maxon One. In my opinion a bizarre decision.
  20. It never happened because it is a production nightmare. You have zero control with classical 2d Apps over textures which in some cases are plain and simple faster to work with. Games also struggle with it. It was a good idea on paper. In reality the flat uv texture view plus procedural shader baking workflows merges traditional and new tech in CGI pretty well. Quad mapping and triplanaer are a huge help here. I know 3D Artists who never in their career layed out uvs because of the mapping options
  21. Oh cool, interesting setup for sure. Nice workaround. Thank you!
  22. Thank you! But the clones still go back to original position during leaving the field? I am looking foe a way to keep them rotated after leaving the field.
  23. Hi, I have a circular cloner and a plain effector with a box falloff. The circular cloner roates and during the rotation its clones animate through the plain effecotr box falloff and get rotted by a certain degree. But of course as soon as the clones exit the falloff they go back into default 0 Degree roation. A constant back and forth rotation as a result. Is there a way to keep the rotation given by an effector after leaving its falloff and only add to it every time it enters again? An additive coordinates change so to say? THX! Clones rotation.c4d
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