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zeden

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Everything posted by zeden

  1. 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 ;)
  2. 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.
  3. 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
  4. MAXON had a profit increase of 15% in 2017. Now you see why they do not need to lower prices. They are selling like S***.
  5. 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
  6. 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
  7. 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
  8. Awesome! What is the problem with hard surface?
  9. if that is true do we have volumetric skinning now in C4D? Meaning skin weights independent from mesh?
  10. 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.
  11. Google did help: https://www.cineversity.com/vidplaytut/siggraph_2015_rewind_josh_johnson_vfx_for_indie_films
  12. 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.
  13. 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 :
  14. 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 ;)
  15. 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
  16. 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.
  17. Maybe they talk about faster rendering? Still no clue what this is about
  18. 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?
  19. What is the R19 update in SSS? Did I miss something?
  20. If I had to start all over again: 1. Sign in to cineversity 2. Sign in to FXPHD to all courses by Tim Clapham. The fxphd stuff looks like has the very important Pipeline with the After Effects in mind which will be central in your everyday work. The only problem is that the course is in r14 and in R16-18 the modeling in C4D has changed considerably.
  21. I am far away from being a specialist in laws but I think I've read that somewhere (cgtalk?). But imagine they give away a .5 update away on one continent and aren't allowed to give it the customers on another. Would cause an uproar right?
  22. Considering how much they talk on cgtalk and show about Prorender it is more of the opposite. They cannot release it as a .5 release due to tax law constraints they said somewhere (Adobe has the same problem, thanks to subscription systems). And no I do not need Prorender because I never render with Physical or Standard etc. . I have VRAY, Cycles and Corona beta on my private machine and work with Octane/Vray on my day job. Like so many. And why are so many using 3rd party engines? We all know why: because they are way better. And that has to change. Because every single one of them has problems. A renderer that has equal quality and in addition is tighly integrated will most likely kill some of the 3rd party engines I fear. From a product management point a new gpu renderer is 100% the way to go for MAXON. This kind of renderer is exactly what all the mograph and product viz people need. A LOT of them are using the inbuild engines. And the now slowly appearing pics show convincing quality. Good move.
  23. Look at this video. It is one of the very few Prorender stuff that can convince besides the Glen Johnson renderings: With that render quality out of the box on the GPU 90% of the C4D users can pay their bills without purchasing 3rd pary engines I am sure. And you can choose Cpu or Gpu. Ok, it will take them untill R20 or so to make it production ready as they say. But it is worth it. But when I have a renderer that gives reliable Viewport Representation, painles material stacking/layering, working multipass and deep integration in genereal etc inside C4D...how on earth can I not want that? Imagine the thing in combination with realtime painting in BP...
  24. Yeah, let's stop developing the internal Renderer! Because the Renderer is so unimportant in a 3D App that clearly aims for the 3D Generalist. And hey, it will never achive the power of a thrid party renderer that is developed by a 10 men team fulltime over years. So Drop it! And if my 3rd Party renderer dies (which of course never happens) then I will start ranting about MAXON about how they ignore their users for YEAARRRSSS! This place is getting ridiculous. A GPU/CPU renderer that runs on multipe techs is exactly what this software needs. It is basically the most important thing in a Generalist 3D software. Maybe MAXON is damn right not to listen to some of its customers
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