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NWoolridge

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NWoolridge last won the day on December 17 2019

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About NWoolridge

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    Cafe Ronin

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  • First Name
    Nicholas
  • Last Name
    Woolridge
  • Location
    Toronto, Canada

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  • C4D Version
    R18.041 Studio

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  1. Hi all, I just wanted to let you know that I have released a new version of my free python script for C4D: NeuronBuild. This script allows a C4D user (there is also a separate version for ZBrush) to import neuron morphology data from NeuroMorpho.org. It creates realistic, accurate models that you can use in your illustrations and animations, either directly or as the basis for further modelling. There are more than 100,000 entries in the NeuroMorpho repository, across numerous species and cell types. You can learn more, and download the script at: https://github.com/NWoolridge/NeuronBuild A video on the new features is available at: https://vimeo.com/391015129 New in this Version: • I added options to put the model into a volume builder and volume mesher. This will simply create a single mesh that can be used for further modelling or to get better shaded results when rendering. NOTE: the resolution is set deliberately low, since the volume mesher could create many millions of polygons and potentially crash C4D if you are not careful. So, once the model is created, adjust the Voxel Size attribute of the Volume Builder object downward in increments until you are happy… • I added the ability to create a single spline object from all the dendrites, axons, etc. (and a single rail spline as well). This can be used as a proxy for the full model, or as a path for animations of signal impulses, or in a mospline object to create growth, etc. Right now these are created outside the main hierarchy, but I may want to change this... • I fixed an issue where astrocytes and other glia wouldn’t make a model. • I fixed some bugs where odd combinations of the options might create weird results Things to keep in mind: • The detail and dimensionality of NeuroMorpho entries varies significantly, depending upon the techniques used to collect the data. Some entries result in a relatively flat, or only minimally 3-dimensional, model; this may be because the neuron itself is largely planar in structure, or because the data was collected from a single view. If you are unhappy with the morphology of a cell you downloaded, try another! Please let me know if you have any issues, or would like things to work differently. Since it is open source, you can also contribute changes if you want! Best, Nick
  2. There are useful models based on imaging data at the NIH 3D Print Exchange: https://3dprint.nih.gov, though many of the heart models are based on pathologies: https://3dprint.nih.gov/collections/heart-library Many of the models on general commercial sites like turbosquid are terrible (brutally inaccurate, based on plastic models or illustrations, low detail, etc.). Creating an accurate model is hugely time consuming and requires consultation with an anatomist and access to imaging. Below are two very good quality hearts (which I happen to know were built to high standards) that you might be able to inquire about licensing: https://3d4medical.com/apps/complete-heart https://medmovie.com/3203-review/
  3. Just so that I am being helpful, rather than just carping about accuracy: If you are using Cheen, consider rebuilding that shader with a standard material. It's much more flexible, and can even render faster... See example attached. I've more or less recreated the cheen shader, and added ambient occlusion (which cheen doesn't support. Cheen is one of the ancient Bhodinut shaders, which should be be avoided now, and which can be more flexibly be recreated in the standard (or node!) material system. Cheen_compare.c4d
  4. That image was created by the Center for Disease Control, and based on the structure of SARS and MERS, which are very closely related viruses. Multiple copies of the 2019-nCoV have been sequenced, and they all show very close sequence similarity for the major features (e.g. spike proteins). This means that the illustration is pretty accurate...
  5. Virus spike proteins (and other proteins like env and hemagglutinin) are not continuous with the surface; they are distinct objects embedded in the viral membrane (as in you reference image). So maybe just show them as distinct... It would be more accurate.
  6. Just to be clear, OpenGL isn't trashed. It is still there (as is OpenCL 1.2), and will be for the foreseeable future. Apple have just said that it is deprecated, and will eventually disappear (after some years, in some future version of the OS). But that is what the whole industry is saying.
  7. I'm glad MAXON is re-evaluating their educational strategy, and I hope they get on board with the approach taken on by other major vendors. I've had exactly the same frustrating conversations with chairs and directors that hikarubr describes. "Why are we paying for this when Maya is free?" For years I managed to justify the purchase of lab licenses, and then I found out that I could have been taking advantage of the grant program (which was nowhere advertised on MAXON's site). It's great that the grant program exists, and I have benefitted from it for several years now, but how are people supposed to know about it? Things should be clear and in the open. It is great to get a grant, but I don't even list the educational grant on my CV. Its just not the kind of grant we are trying to get as faculty. C4D has a lot to offer, and I still advocate for it. But some of these decisions and approaches are really perplexing, and I know for a fact that they put some people off: I've heard from educators who were intrigued about teaching C4D, but dropped the idea when a free educational version was not obvious. Even the small friction of contacting a rep to discuss lab licensing was too much, and they just went with the "industry standard" which made obtaining the software simple and clear.
  8. On the Redshift forums there have been recent allusions to the progress on the Metal port. They seem to indicate the solid progress is being made, and that Redshift is happy that MAXON has been able to lean on Apple to provide support to the devs. Some indications seem to be that Apple has been doing a lot of work on Metal to enable the support GPU renderers need. This is the optimistic take. The pessimistic take is that it may be a way off; they are unwilling to provide timelines or render speed evaluations. So the Apple claim (when they intro'ed the Mac Pro) that GPU render support would be there by the end of the year may be missed. If they were close to shipping I would guess that there might be beta user images available. On the other hand, Apple likes to play things close to the vest, and they may be gearing up for a splash when the Mac Pro ships. But I wouldn't hold my breath.
  9. I’m not from MAXON, but contact MAXON USA and ask for their educational grant application form.
  10. Once Prorender is working for you, you will see the need for this. It allows you to define what kind of new node materials you are making. As more render engines use the node system (if that happens), the need for this will only increase, so that you don’t use incompatible nodes within a scene...
  11. Many people are disparaging MAXON's new CEO as some sort of "marketing guy from Adobe", but this is false, and unfair. His previous roles were all in engineering and engineering management, not in marketing, and he would in all likelihood not have been involved in Adobe's licensing changes over the last few years. Its fine to express all sorts of opinions about the changes in MAXON's licensing, but let's not resort to that kind of ad hom. It's not productive.
  12. I’m just a beta tester, and not privy to the developers plans, so take this with a grain of salt, but: it may be a while, unfortunately. This plugin relies on the work Apple has done in ARKit to allow for reliable mobile face tracking, and in the 3D sensing hardware of the iPhone X (it is rumored that the TrueDepth camera will be spreading to other iOS devices in the future). Google is responding to ARKit with ARCore in Android, but it is not as mature, and does not have facial tracking. The earlier google AR effort, Tango, relies on specialized hardware, which might have been able to do face tracking, but they seem to be focusing on ARCore now.
  13. Cross- post from CGTalk: Hi all, I was lucky enough to be a beta tester for a cool new plugin from Cineversity: CV-AR. CV-AR has two components: an iOS app that works with the TrueDepth Camera of the iPhone X to do facial motion capture; and a C4D plugin that takes that data and makes it available within C4D. Donovan Keith has an intro tutorial up on Cineversity at: https://www.cineversity.com/vidplaylist/cv-ar The free iOS app is available at: https://itunes.apple.com/ca/app/cv-ar/id1378696551?mt=8 The iOS capture tool leverages Apple's ARkit to provide realtime capture of 51 facial movements, as well as eye orientation and head position. The plugin is a blast to work with. The initial textured mask you get lets you know how well the performance was captured, but that's just the beginning. You can then use the blendshape strength data streamed from the capture object to drive your own rigs. I think it has real utility for animators, both as a way to provide reference for hand-tuned animation, and as a way to speed a more automated animation workflow. Here is a sample movie with the capture object mask on the left and my rig driven by that data on the right. At this point I hadn't quite nailed some of the morph target sculpting, and the head movement needs adjustment. Let me know if you have any questions about how this works... https://www.dropbox.com/s/aw5dev1iu...hapes2.mp4?dl=0 Props to Kent Barber for developing the plugin, and to Rick Barrett and the folks at Cineversity.
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