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Everything posted by dast
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Just wait long enough, and an ad will populate that rectangle. I guess it has something to do with the recent forum changes, where ads are shown everywhere (top, right, bottom) on pages.
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I didn't find a specific section in the forum that discussed hardware questions. I hope it's fine if I ask here. I have used Cinema4D for quite a while over the years, but being limited to a laptop from 2015 I never really looked into GPU rendering, and kept my options to C4D's inbuilt render engines. Now that GPUs are become readily available, and at a (more or less) reasonable price, I am looking around to build a new windows desktop machine. The purpose is to work on graphics, video, music, 3D modeling/story-animation ... but all on a non-professional/hobby level. I am no newcomer, and as such I have already noticed that the main bottle-neck for any of the creative work I am planning to use the machine for is ... the human sitting in front of that machine. I personally would feel it a waste of money to buy a top of the line CPU, when most of the time the computer will be idle, simply waiting on any user-input. I was looking at the AMD Ryzen 5900 (105-watt, 12 cores) or 5700 (65-watt, 8 cores), and was more inclined to go for the 65-watt, for the reason mentioned above. I know the new AMD Ryzen 7900 (non-X) is a 65-watt CPU with 12 cores, but it being an AM5 socket would require more expensive motherboard and DDR5 ram. As for GPU, a year or more ago I was looking in an RTX 3070, as I didn't want to shell out the money for anything higher. But now am wondering if a 3060 with 12GB is a better option than a 3070 with only 8GB? For GPU rendering I currently have a perpetual Redshift 3.0 license, which has never been used due to not having a GPU. In future I also might be looking into Blender and its Cycle render-engine. While I don't have a particular budget to adhere to, I definitely cannot justify to get a GPU with 16GB or more, nor can I justify to get a 16+ core CPU. Other components of the new machine would be less troublesome to figure out. I would start with 2x32GB RAM and 1 or 2 TB SSD storage, combined with one of the cheaper 4-DIMM motherboard. For quite a while I have watched a lot of youtube videos on GPUs. But most are game related, or directed to professional usage. Hence, as a hobbyist looking to buy my first GPU is quite the trouble, having no experience to look back on. Thanks in advance for any suggestions.
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Need Help making a null mirror the inverse of an object's position
dast replied to Scott Williams's topic in Cinema 4D
I had a look at your scene file, but it does contain quite more than you explain. I would suggest to provide a much more simplified scene file to only contain the question you ask. I don't see this in your Xpresso setup. Instead you actually apply the result to the PSR constraint, not to the global position of the Pyramid. All in all I can't seem to wrap my head around what you're trying to achieve in your Xpresso setup. As such I will leave it up to smarter people to help you further. -
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It's working for me with version 2023.1.0 1. "Search Material" being a Python plugin its welcome message shows up in the Python console window 2. The plugin is running as the additional "Search" menu item is present in the Material manager. 3. Pressing the Search menu item does open the plugin's option window to accept user input for searching and filtering.
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Unfortunately, as far as I know the status about licenses hasn't been changed. Redshift licenses aren't transferable.
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I am afraid that won't be happening.
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So sad to read this. I was almost on the fence of buying a license, earlier this year, but came just too late as perpetual licenses were replaced by subscription-only. Best wishes for the future endeavors of all involved in the team.
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You cannot gray out userdata on conditions, but you can show/hide userdata on condition, using a Python tag which updates the DESC_HIDE flag in the userdata's container. I have a scene file I setup somewhere in 2015-2016 where it used this technique. Cannot remember exactly where I got the information from. I certainly didn't come up with it myself. Show-Hide UserData (Python).c4d Here's the basic idea: pressing the IK/FK button in the userdata will let the Python code show/hide some userdata controls
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As a hobbyist, when I am using Cinema 4D it's an hour here, an hour there. Accumulating the hours I think it's safe to say that over the span of a year I probably am not using it more than a full week (nowadays). With that in mind I definitely am not fond of going subscription now, and am glad I can rely on my trusty R20. Granted, I upgraded yearly from R9-R11 (?) till R21 via MSA, but also spend more time with it back then. Still happy that I didn't take the jump to go subscription then. I seem to remember that in one of the forum discussions David McGavran, at one point in time, mentioned that getting rid of perpetual license was not on the table. Sad to see that this decisions has been reconsidered, for whatever reason. Still, I am not comfortable with reading how he keeps being referred to as the "AdobeGuy", even if it is being used as a pet name/nick name. Over the past weeks I have had been considering getting up-to-date with a brand new perpetual 2023, and use it every now and then for the coming years. With the news from this thread it's clear this won't be happening. I will stick to my R20 for as long as possible. Maybe get tempted to try some Blender, although I am currently not mentally available to learn new stuff. It seems difficult for some to understand that while users can be dissatisfied, they don't want to just Get Over It and simply switch DCC. After having spend more than a decade investing in Cinema4D, and liking it (till R21), I don't simply want to switch and needing to relearn all that is needed, including muscle memory.
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It's been a little over 3 weeks. Any chance to provide some feedback here, for others to follow along regarding testing of the updated plugin?
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You can always try: https://www.core4d.com/ipb/files/file/67-search-material/
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This is a script I just created to demonstrate the basic steps to perform. It (hopefully) might trigger some to dabble in script-writing ... The script was written for R20, but should run in more recent versions. ... if not, or if you need the script to perform additional things: check out https://developers.maxon.net/docs/Cinema4DPythonSDK/html/index.html and modify the script to your liking. import c4d # This script will split off the selected polygons from an object into a new object # (c) 2022 Daniel Sterckx - 26-aug-2022 def state(): return c4d.CMD_ENABLED def removeSelectedPolygons(obj, polyS): # remove the selected polygons c4d.utils.SendModelingCommand(command=c4d.MCOMMAND_DELETE, list=[obj], mode=c4d.MODELINGCOMMANDMODE_POLYGONSELECTION, doc=doc) # Prior to R20 removing polygons would leave the points intact, # resulting in orphan points, which need an additional step to be removed/cleaned-up # The following lines of code can be removed for R20 and above if c4d.GetC4DVersion() < 20000: # remove unused points as a result of polygon removal bc = c4d.BaseContainer() bc.SetData(c4d.MDATA_OPTIMIZE_UNUSEDPOINTS,True) c4d.utils.SendModelingCommand(c4d.MCOMMAND_OPTIMIZE, list = [obj], mode = c4d.MODIFY_ALL, bc=bc, doc = doc) return def main(): # Get the (single) selected object obj = doc.GetActiveObject() if not obj: print("No object selected") return if not obj.IsInstanceOf(c4d.Opolygon): print("Not a polygon object") return # Get the polygon selection objPolyS = obj.GetPolygonS() if objPolyS.GetCount() == 0: print("No polygon(s) selected") return # Preapre the document for undo doc.StartUndo() # We duplicate the selected object, revert the polygon selection, and delete these selected polygons # Since we cloned the "split-off" object from the original object it will have the "active flag" set, # we thus remove the BIT_ACTIVE from the duplicated object to prevent it from being selected cloneObj = obj.GetClone() cloneObj = obj.GetClone() cloneObj.DelBit(c4d.BIT_ACTIVE) doc.InsertObject(cloneObj, parent=None, pred=obj) doc.AddUndo(c4d.UNDOTYPE_NEW, cloneObj) clonePolyS = cloneObj.GetPolygonS() clonePolyS.ToggleAll(0, cloneObj.GetPolygonCount()) removeSelectedPolygons(cloneObj, clonePolyS) # We delete the original selected polygons on the original object doc.AddUndo(c4d.UNDOTYPE_CHANGE, obj) removeSelectedPolygons(obj, objPolyS) # Finalize the undo, and trigger Cinema4D that something was changes doc.EndUndo() c4d.EventAdd() return if __name__=='__main__': main()
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Ah !!! That makes more sense 😉 Maybe this might be useful: https://www.youtube.com/watch?v=NinUGLUYqGI I know the video tells about R20/R21, but the script/plugin might have been maintained and updated to run on R25+ I haven't checked the patreon page, however. EDIT: just read in one of the comments that it works for R25.
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I tried with R19, R20 and R21. Created a cube primitive, made editable, selected 2 polygons, performed "split", moved the "split-off" side by side with the original cube. In all 3 versions I still see the original cube with all its polygons. I even went further in history and tried the same with R18, R17, R16. All behave the same: the original mesh is kept intact. As such your "It used to split and delete the polygon from the original mesh" is confusing me, as versions R16 up to R21 never seem to have been doing this ???
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Since you both are the only ones showing any interest I wonder if you would want to test the updated plugin, before I provide a public release. I currently have an updated version of the plugin which runs in R23, and another for R25. Both Windows-only for now. Let me know if interested to test? I will then provide the beta plugin via private message for you to test. Feedback of the testing can be provided in this thread.
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I didn't watch the video yet, but from the screenshot I wonder how to enter digit "3" on that device? Or is that a parallel universe where "3" does not exist? Just wondering. EDIT: Yep, in the video posted by @Jeff H1he mentions during the decal step to apparently not being able to count 😉 Glad that's out of the way 😆. All kidding aside it's quite an impressive model, both in design as in execution. Thanks for sharing.
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Never have seen this image before (AFAIK), but I am intriguingly disturbed by how wrong that "MIDI" keyboard at the right side of the image looks. But besides that ... please carry on. Looking forward to more of your diggin' and experimentations into this topic of sci-fi design.
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Thank you to the Core4D crew for organizing and managing this contest. Thank you to the sponsor(s) for providing the motivational push in the form of cash prizes. Thank you to all participants for taking up the competition, and making this a challenging one. And finally thank you to the judges for picking me as winner. I honestly wasn't expecting to win this challenge, especially not with the chosen winning submission. Fact is that I almost did not submit this entry. While I was pleased with the overall basic resemblance of the entry with its real-life counterpart, I though it missed too many of its features to make for a worthwhile entry. I mainly submitted the winning item to inspire others to participate, as I found the numbers of participants to be quite on the low side. That is actually also the reason why I submitted any of my entries to start with. I didn't really think to be on that level of winning the challenge, so I entered my first submission just to get the ball rolling. Then, when no other entries got submitted I entered another one, hoping to trigger other people. It all stayed relatively quiet, with only a few entries from others. So I went at it again to fire the flame for others to join. While it all started as a way to push others to join, I still got bitten by the challenge-bug. And am obviously super excited to have ended up first place. Now, if it had happened a while ago, I would not have hesitated and used the winning prize to purchase a perpetual license of U-Render for my R20. I would then also gladly have put some money aside to build a new computer rig with an actual GPU, now that those crazy GPU prices are becoming slightly more affordable than past two years. However, since U-Render have decided to go subscription only I won't be wasting money on any of that. Instead, I will go back to the original idea I had when I joined the challenge. Which was to donate the cash prize to the Core4D forum if I ever won first place. I am sure the Core4D crew (and members) will enjoy this donation, knowing that it will help keep running the forums. Again, a big thank you to all participants to have made this an interesting challenge. Hope to see you soon in another competition. TL;DR Thank you all! I donate the winning cash prize to the Core4D forum.
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Sure! Given enough interest and motivation I could certainly port the plugin to R23 and above. ... or at least try.
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Agreed. I wouldn't go as far as saying I hate modeling, but I am quite reluctant when it comes to modeling anything. However, this time I kind of enjoyed coming up with subjects and solutions to model within the given limits. I am sorry I didn't quite post a few WIPs in this thread. But most entries I created were completed in a few hours. And once "in the zone" the subject was completed before even being able to post a single WIP. I also enjoy seeing all different entries that have been submitted. Wishing good luck to everyone.
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Well OK then. If you insist. This one is for you. Sorry to hear about your sister's health. Inspired by a short CGI animation from decades ago. The title of the short was "E" followed by some number, cannot remember anymore. Probably some red candy color (or food additive) denomination. It featured a red gummy bear that urgently needed to use the loo. Missed the goal by 1 polygon. I could "borrow" MJV's idea of using a single polygon and constructing a curved backdrop. But then again, I already used the 1 polygon trick for the FOD817's seam. As such I don't mind ending up with 98 for this one. And as always ... Cinema4D R20 scene file: GummyBear 98Polygons.c4d
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Quite a long while ago I purchased some "3D kit bash" sets. If I remember correctly it was originally meant for Lightwave, but cannot remember if it came in OBJ or FBX format, or LWO only. It could be imported in C4D, but was all badly triangulated. A real nightmare to just import the greebles and add into a SDS (or HyperNURBS, back in the day). All pieces in the kit had to be cleaned up, which would have probably taken longer than simply recreating them from scratch using the original object as "blueprint". This does give "retopo" quite a complete different meaning, I guess. 😁
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This will be my last submission. Promised! I am not a gamer, but due to circumstances I have a Logitech Gamepad F310 laying next to my main computer, and this for the last few months. It's not being used ... honestly. It just sits there. Long story. Anyway, with it being under my nose for so long I was wondering if I could model its basic shape with 99 polygons or less. Truth is ... I can't. Well, I had to cut corners here and there. The analog joysticks were meant to be modeled from a box, but polygon budget didn't allow that, so it became a triangular cylinder instead. And the four colored buttons ... well, to stay below the polygon limit, there are only 3. The green one is "broken". Too many clicks. It's spring doesn't function properly anymore and the button just remains pressed down, stuck in its recess. The navigation buttons are simple splines ... for visualization only. As for the other buttons and the cable: no budget left! All available polygons were already spent. Cinema4D R20 scene file: Gameset 99polygons.c4d
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Ouch indeed. Glad it got worked out. But I still miss the ability to quickly browse and filter out replies by their timestamp, just as you mentioned. I quickly tested Edge, but same result as Firefox: no timestamp. Maybe related to the fact I have not yet updated Windows 10 (Home) to 21H2. Still running with 21H1. On a laptop from 2015