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Showing content with the highest reputation on 02/22/2021 in all areas

  1. Hi, I'm working with C4D since 2005 as my main 3D package and I absolutely love the software. C4D has always been my favourite tool and I've used it for all of my productions. But I think MAXON is heading in a strange direction with their pricing policy in general and I'd like to find out if other customers share my opinion or if it's just me. Firstly, I'd like to summarize my opinion: C4D is just too expensive compared to other 3D packages and there should be a lower priced indie version of C4D for individuals or smaller studios with a revenue <100k per year.
    1 point
  2. No solution, but answer from MAXON Support:
    1 point
  3. Oh, I understand that. That's why I didn't compare U-Render to Unreal Engine, for example, but to Element3D V2 (https://www.videocopilot.net/products/element2/), which is a 2015 plugin for After Effects that basically works as a game engine inside After Effects. I understand that a small company like U-Render can't compete with Epic Games and Unreal. Another good comparison and more realistic comparison would be Pixelberg (http://frostsoft.blogspot.com/p/fssoftware.html#Pixelberg), a C4D plugin that it's similar to U-Render but did some stuff better (e.g. Depth of Field, Lens Distortion, faste
    1 point
  4. You should base the overall topology density on the primary details, which in this case, as you have identified, are the y shaped sections. Here's the minimum topology you need to describe those... I started flat here and would expand this out to either side to define (half) the pentagon sections, then it would be into an array to get the radial copies, and then the adding of depth... CBR
    1 point
  5. First of all, new Members is definitely not the right section for this Other than hat, this effect should be pretty easy. Render each of the scenes once with the same camera movement and then mask out the part of the image where you want the "content" of the portal visible.
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  6. Super awesome tool! Works really well! Many thanks! cheers
    1 point
  7. Hello all! I'm Tano! I've been working on the industry for more than 10 years .... in 3ds Max . In the past 2 years i switched to C4D and i have no words to the change. This community is helping me a lot in my journey. I hope to share something here and still learning from you guys. Thank you and stay safe everyone!
    1 point
  8. Hi Igor, Thanks! The tutorial I was following had a specific option for OpenGL, that's what got me confused.
    1 point
  9. I bought an U-Render license some months ago hoping to use in a current project. The engine is pretty good and has a lot of potential but it is still not there. I was expecting something at least in the level of Element3D for After Effect, which I use a lot as an "indirect" render engine for Cinema 4D (I export the project from C4D to AE and then render with Element 3D). Unfortunately U-Render is missing a lot of features of Element3D, such as usable motion blur, decent depth of field, proper transparency sorting, etc... But as I said, the engine has a lot of potential, they have been pos
    1 point
  10. You need 2 types of dynamics here; regular rigid body dynamics and spring connectors to make the seat have physical weight, and spline dynamics to ensure the ropes stay connected at both ends. So, for each side of the swing you will require: 2 nulls, 1 for each end of the rope, which need regular dynamics tags on them, but no others. 1 x dynamic spring (or standard hinge) connector 2 x hair constraint tags 1 x spline dynamics on the spline. Then stage 1 is setting up the regular dynamics for the seat, which I have done like this with my 2 spring conn
    1 point
  11. Have provided a new version which will run on Python 2.7 (R16 - R21) as well as Python 3.7 (R23). Not sure about S22. The new version also includes some shortcut scripts. This allows to write a script with a predefined "skip" value, and let you assign a shortcut key for that particular script.
    1 point
  12. Yup, I felt the same way too. Then business dropped off and I realized how expensive it really was.
    1 point
  13. @SKaiser I've been working through the one on Lynda.com. It's tedious but thorough when it comes to the interface and basic concepts/workflow. Along side that I'd recommend playing around with the shelf tools too otherwise you'll end up feeling like you aren't getting anywhere. They also have a Houdini engine tutorial but I haven't looked at it yet. Still working through the Houdini Basics one. Here it is : https://www.lynda.com/Houdini-tutorials/Houdini-Essential-Training/571627-2.html?srchtrk=index%3a2 linktypeid%3a2 q%3ahoudini+ page%3a1 s%3arelevance sa%3atrue productt
    1 point
  14. After much testing Houdini Indie is the way to go. It's cheaper, more efficient and powerful. You can also use Houdini engine in C4D or cache out VDB files for volumes that would bring XP to its knees. For example, a sim I set up in Explosia took over 4 hours to export as a VDB with a pretty high Voxel size of 1.5. A more complex sim in Houdini Indie took me 10 minutes to cache out for use in C4D/redshift. That being said I really like XP for simple easy to understand set ups and projects that you don't need a lot of resolution for. Like @Cerbera mentions, it's nice to have th
    1 point

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