Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


hvanderwegen last won the day on December 14 2017

hvanderwegen had the most liked content!

Community Reputation

85 Noble Beginner

1 Follower

About hvanderwegen

  • Rank
    Cafe Ronin

Profile Information

  • First Name
  • Last Name
    van der Wegen
  • Location

Cinema 4D Information

  • C4D Version
    12 (or older)

Recent Profile Visitors

2,323 profile views
  1. PS the Juggler animation is what REALLY got me interested in 3D animation. I was gobsmacked by the quality! The first time I watched it, I kept it on for an hour, or so. That glass ball sound effect still haunts me today!
  2. Ah, the old Amiga days. Still lamenting the demise of her. I created my first 'professionally printed' DTP work in Pagestream. The first 'proper' 3d app I used was Sculpt 3d (later Sculpt/Animate 4d - Cinema '4d' is not as original as you would think ). Later Imagine, Lightwave, and Cinema4d on the Amiga. I also recall dabbling in Turbo Silver Pro! But I first started working with 3d wire renders of objects on an Amstrad CPC664. How far we've come... I would love to use Affinity Publisher, but the Affinity range of products do not support 1bit images, which I require for my work.
  3. I noticed your comments: To parent stuff in the outliner, just hold down shift while dragging the object over another object. If you need more speed, E-Cycles is dramatically faster for many scenes. Worth investing in to half your render times, and even more so on the newer Nvidia cards. To improve overall workflows, do a little research in the add-on / plugins ecosystem. Nowadays there are add-ons to solve or improve anything in Blender - it's overwhelming.
  4. I agree. AutoDesk announced 2 days ago that Max Indie is now available world-wide for $250 (per year rent) for any indie with an income lower than $100.000. Allow me to quote the following opinion from https://blenderartists.org/t/3ds-max-gets-a-slap-in-the-face/1154106/177: For MAXON to survive in the long run, just like AutoDesk, they will have to adjust to the changes ahead. The way I see it, is that C4d is in desperate need of a better built-in render solution. Standard/Physical is terribly outdated, slow, and can't match the quality nor the speed of modern competitors. Redshift should be included by default in C4d. This WILL happen in a few years. As far as I can tell, the only reason MAXON hasn't included it yet is because they a) milking the cash cow, and 2) management might not completely realize what is happening in the 3D DCC market. I just checked: renting C4d with Redshift would cost me ~can$ 1300. PER YEAR. While major parts of C4d lag behind the competition, including the free Blender. And C4d development trundles at a glacial pace compared to Blender - not to mention the ever-increasing ecosystem of plugins and support. Heck, I noticed that *.blend files have become one of the standard offered file formats on many 3d model asset sites in the past two years. MAXON will not be able to maintain their current business model for very long. Not with AutoDesk, Houdini, and Blender offering indies a far more viable cost model. And it's going to get worse for 3D DCC companies. With the economy's down-turn, C4d's yearly rental model has become quite repulsive - insulting even, when compared to its competitors. Anyway, back on topic. To survive, C4d ought to: - include Redshift as a replacement for the decrepit Standard/Physical at no extra cost. It is quite telling that many (if not most) C4d users rely on third-party / Redshift renderers. - improve the overall performance. Viewport, dealing with large number of objects. - reduce the rental price to compete with AutoDesk (at the very least). - vastly improve and modernize components such as BodyPaint, Hair, physics, UV tool set, particle system, ... - Focus on improving tools and performance of MoGraph. Know you niche. - overall less reliance on expensive plugins to patch holes in base feature sets All open doors, of course. Some have been open for years and years.
  5. Pablo is a one-man A-Team that turns Blender Sculpting into a power tool. He just keeps going and going and going. With 2.82 he already vastly improved the sculpt tools, and things get even better with the upcoming 2.83 version: https://code.blender.org/2020/02/sculpt-mode-features-update/
  6. After Effects supports only a few vector file formats for import: AI, PDF, EPS, vectors in PSDs. These are rasterized in After Effects. PhotoLine has full proper vector layers and vector tools, and PDF export. After Effects will import the first page. Uh, sure? Although PS doesn't include a similar built-in feature, another option is to use Generator in Photoshop for an efficient automated export workflow while you work. PhotoLine has a similar Generator option. And game engines, for example, often have options to automatically refresh any edited assets. Anyway, what works best and most efficient depends on the pipeline and software chain.
  7. In what sense? It supports EXR, HDR, etc., and is a capable image editor. But unlike Photoshop, there is no direct interoperability with After Effects, of course. What works nicely in PhotoLine is this: in the preferences an option can be activated to save a native sidecar source file when the file is flattened and exported. I use this for game development and video work: when I load the flattened file in PL, the source native file is loaded instead. I save the changes, and the exported flattened version is automatically updated, and the source file as well. No need to save/export separately. Then I reload/refresh the asset in the game engine or NLE (or other software). It is quite efficient.
  8. A special (paid) version of Cycles exists, which is even far faster for most scenes than the official version. It is called E-Cycles. I have it, and it's like I got a new machine for rendering. With RTX it is even faster. https://blenderartists.org/t/e-cycles-very-fast-rendering-and-viewport-denoising-for-rtx-and-gtx-cards/1139717
  9. PhotoLine 22 was released this weekend. PhotoLine is a versatile all-purpose image and graphics editor, with support for both bitmap and vector in one application. https://www.pl32.com/index.php This release adds: non-destructive vector path booleans channel control per layer (for example, only activate the red channel) multi-channel image support: duotones, tritones, etc. are now possible, including spot colour support vibrance adjustment layers a range of vector editing improvements: editable colours for vector patterns, transforming groups of multi-selected vector points, multiple selected anchor points can be moved together, and more placeholder layers (comparable to smart objects) options have been extended pages panel improvements pixel grid and document anti-aliasing settings PSD import loads vector layer masks jpg2000 import and export with LAB support PDF multichannel DeviceN support the option to turn off scrollbars in the document window the option to turn off retina resolution for document windows on Mac (speeding up processing without hardly any visible differences) support for HaldCLUTs 3d colour tables automatic table of contents generation for documents many other workflow and tool improvements across the board. https://www.pl32.com/pages/rnote.php
  10. Getting really excited over the upcoming Grease Pencil refactor: https://code.blender.org/2020/02/grease-pencil-refactor/ Check out this 2d animation: https://code.blender.org/wp-content/uploads/2020/02/GP_Pirata_ALL.mp4
  11. After three months since the previous release, 2.82 is released today! Tagline of this release: "Power Your Pipeline". https://www.blender.org/download/releases/2-82/ Lots of interesting new features, with the main ones: - Simulations update: Mantaflow, a new physically based liquid/gas simulation system - New liquid simulation: FLIP solver - improved cloth simulation - UDIM UV mapping is now fully integrated in both Cycles and Eevee - Pixar USD export - Cycles got faster and Nvidia Optix denoiser - Eevee received passes (preview) in the viewport - sculpting got even more improvements! - lots of Grease Pencil and 2d animation improvements - GUI improvements - and much more (bevel function, both modifier as well as destructive bevel, now has a custom profile option, similar to C4D).
  12. A great book for the beginner polygon 'pusher' is this: https://pushingpoints.com/v2/the-pushing-points-topology-workbook/ It explains what kind of topology to avoid, how to fix things, and keep the poly flow nice and clean. The online version is quite inexpensive, and explains everything you need to know to create nice topology, while avoiding beginner's mistakes. This page also mentions good basic topology and techniques to hold shapes: https://topologyguides.com/ Btw, good poly flow and topology is software-agnostic. Even if you might have trouble finding a C4D specific tutorial for modeling a grenade, finding ones for other software is quite easy. The techniques remain the same.
  13. Have you tried exporting a Collada version from Lightwave yet? It maintains the layers as separate objects.
  14. Mantaflow hit the master yesterday and is part of the new features in Blender 2.82! Also some interesting new developments by Pablo:
  • Create New...