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zeden

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Everything posted by zeden

  1. The only reason Xparticles exist is because MAXON is ignoring liquids, fluids, cloth and particles for over a decade now as they do with BP and uvw Tools. For the price of 3570 Euro C4D is currently way overpriced because it only has half the tools of Maya for example which has working tools like ncloth, Effects, particles and a new UV suite implemented. Even Blender is better in all those areas. It is not even funny anymore.
  2. Sold. You can delete the thread
  3. Very Nice. What you have there is the rendering nightmare because you have strong exterior light going through refraction/glass into a very bright interior. There is a lot of Light bouncing and tracing going on because the Light is refracted first in the glass and bounces around due to the bright materials from wall to wall. Therefore the rendertimes.
  4. I can only recommend not going lower than a 1080 ti 11gb with GPU rendering. Better a used 1080 or Titan X or even make the move to the 2080s. AMDs I don’t know
  5. Hi, I am selling a R18 Studio license. I will make a price that willl save you several hundreds of bucks for an upgrade to R20. Please PM me in case of interest.
  6. You can color Nulls in OM did you know? I just learned that a few months ago :)
  7. If they implemented stuff like this before pushing Prorender, Uvw tools, Bodypaint, Particels , Cloth, Liquids, Fluids and Rigging tools they for sure would get a massive stick on the forums ;)
  8. Hi Ayush, in Substance Painter you paint textures and more important: Materials! C4D Bodypaint only paints textures. The second point is you paint your materials on the 3d Model until it looks good and on export you can generate the textures for whatever render engine you like. You have a game? Export PBR realtime textures for your specific engine. You render in Arnold a film? Export Arnold shader textures. You render in Redshift? Export Redshift textures. etc etc. Substance Designer is a node based material generator. You design the materials there you later use in Subtance Painter. It is a major workflow boost compared to classic texture painting because all shader maps are painted at the same time and you get immediate visual feedback how the material looks like in rendering while painting. From Adobe standpoint it makes total sense to buy Allegorithmic. Because basically the Substance tools are nothing else but texture map generators/painters that often go hand in hand with Photoshop/Illustrator in production. Merging them would make complete sense. Let's see if they come up with a modeling software, too. I wish MAXON would be more aggressive in buying apps for UVW, PBR texure painting tools, cloth sims, fluid and liquids etc. Because they are loosing massive ground on the traditional VFX field.
  9. zeden

    Saturn

    In case you want it the easy way there is Welter's atmosphere shader: http://www.welter-4d.de/fplugs/freeplugins_en.html
  10. Hi Dan, I am only stating what other say...I did not use I it myself. So I do not know if it is true. If you take a look at this video I have to say it looks very very similar to C4D Hair workflow. https://vimeo.com/265312075
  11. Hi, yes they say you can work the hairs and not only the guides. That initial hair flow around the meshes comes from maps. You have to paint them manually with ornatrix tools
  12. On another forum (german) the 3 main differences were described as: - A layered approach to grooming - Gpu acceleration = viewport performance? - Access to groom every single hair
  13. Awesome! What is the problem with hard surface?
  14. if that is true do we have volumetric skinning now in C4D? Meaning skin weights independent from mesh?
  15. From different hints on forums you can be pretty sure that Prorender will get a big update and most likely Bodypaint will see a lot new things. Maybe node materials will com with PR and new uvw tools with BP. I personally hope they implement a new dynamics suite with new cloth, particles, fluids and liquids. Maybe all together with a new mograph. Mocap would be great but I do not belive in it. Maybe a free noncommercial licence model will be offered.
  16. Google did help: https://www.cineversity.com/vidplaytut/siggraph_2015_rewind_josh_johnson_vfx_for_indie_films
  17. Hi, I think both are made inside C4D but the teleportation stuff seems like TurbulenceFD. I think the Artist Josh gave a talk about it. Maybe Google will help you there. The ship film was made almost ten years ago and was the first top class Vfx made in C4D I saw. The ocean was a custom deformer implementing gerstner waves into C4D by that ingenious TD they had if I remember correctly. It showed me what C4D can do when in good hands back in the day. Similar to the Hot4D tool we have today. There is more VFX out there but I cannot remember it.
  18. Hi Noschii, Good work! You will certainly gain a lot of skill from that project. But I have to agree a bit with spiralstair. The film would benefit from cutting it short as he mentioned. You would get the same feeling in a more streamlined version. It is all about killing your babies in the editing room as painfull as it sounds. It happens to all of us and everybody has to learn it the hard way. Everybody hates to throw away the hard work put into it ;) Here is a VFX breakdown of an indie feature film made with C4D: And here an older one :
  19. That is a question I am still thinking about after a decade in cg. I am quite the multimedia generalist with strong focus on cgi but sometimes regret not having build superstar skills in one or two 3d areas because for the really cool projects they are almost ever build with specialist teams. But on the other hand there are more generalist jobs out there because even your small 3 guys neighborhood ad bureau needs guys they can throw all kinds of work at. Also maybe start learning a game engine like unity or unreal. If you are a solid unity dev with c# skills you have 20 job offers by tomorrow here in Europe ;)
  20. No C4D has done it's own thing ;) The C4D Obj. exporter changes point index during export or import. Age old bug that never was taken care of. The second problem: VAMP's uvw projector is broken as well for several years now. So there is no hope as well. Possible solution: The plugins from here: skinprops.com The Riptide Pro plugin exports/imports obj. files and preserves point order. The Morph Mill Plugin is able to align point order between two meshes. First align the meshes perfectly as possible. Now with the Morph Mill you align point index and after that you can try VAMP with "normals mode", "Transform: off", "World" If after that the uvws are still broken you can try morphing the uvws with C4D's Pose Morph Tag. If all of that does not work: use the skinned mesh as a mesh deformer (see deformers menu), hide it and drive the clean uv mesh with it. I tried to repair your mesh since I own both plugins but I am waiting for several weeks now for my R18 keys.... Cheers
  21. I have Affinity as well and to be honest while I like it a lot it is 1/5 of Photoshop right now feature wise. But the price is a no brainer. I hope they continue developing it like they didi in the last 2 years. We need a PS challenger for sure. On a side note let's see if MAXON comes up with new BP features in the next 2 releases.
  22. Maybe they talk about faster rendering? Still no clue what this is about
  23. I know. But it is claimed in the article. See under the head rendering: "R19’s updated sub-surface scattering for physical render helped Rodrigues make David’s face look more realistic. " What are they talking about I am curious?
  24. What is the R19 update in SSS? Did I miss something?
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