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Everything posted by Marander

  1. Why wouldn't it work? VDB contains channel information like density, temperature, velocity etc. (not shading information). This information can be used for shading (for example with a blackbody radiator shader). That's not much work and the same for other simulations (like TFD when it needs to be rendered with 3rd party render engines). But I agree, there is no need for Embergen if one is using TFD already. I guess XP / ExplosiaFX will have GPU support one day too.
  2. Yes you got a valid point there. I'm a hobbyist using dual RTX GPU rigs (2070 & 2080 RTX) with AMD Ryzen 9 processors (16C/32T and 12C/24T) with 64 GB each for Cinema (with Redshift, Vray, Cycles 4D plus various other 3D applications and plugins). I just wanted to point out, that TFD is only very quick when using GPU. Since it doesn't utilize more then one GPU and the simulation is limited to the GPU memory, that's to be considered. Nevertheless, TFD is a great plugin and even on CPU sim it runs well, also the switch between CPU and GPU is on the fly. But you're right, if I
  3. By the way, TFD update for S22 is available.
  4. Thanks paulselhi for the info about the future TFD version (standalone software). I saw a preview years ago and thought it was dead since long. Unfortunately Jascha from Jawset is not very communicative and the development process is very slow. Yes, TFD is quick on GPU but that is pretty limited, as soon as the simulation gets more complex and up-res'ed, it will fail back to CPU. I still like TFD (I have licenses for C4D and LightWave) but X-Particles is so much more versatile and well integrated. I fear the future TFD will loose its ease-of-use from what I've seen in t
  5. There's a Setup and Animate mode in PIM. The PIM rig itself is setup with just dragging the Hip joint in the PIM Hips Link field, select rig type - click Constrain and the rig is done. Everything is placed perfectly (for supported rig types). In PIM you can create IK Targets (all targets with one click). Then you can modify the strength, translation and other attributes of each IK Target. However PIM is more designed for automatic walk cycles, simple crowd animations or specific built-in actions like sitting, holding phone, lift, stairs etc. Therefore I think the Mixamo Rig
  6. TFD only works on GPU for very simple fluid simulations (depending on the GPU memory of course). On my GTX or RTX cards (8 GB GPU memory), it's blazing fast for simple fire / smoke simulations but when I add complexity or up-rez, it fails back to CPU. Note that you can only select one of the installed GPUs in TFD for simulation. However the Up-Rez'ing feature allows to art-direct the basic simulation on GPU and than add details for the long CPU calculations. With added complexity I also sometimes get crashes in TFD. I didn't experience too many X-Particles c
  7. Hello Jennifer As Cerbera mentioned, topology is very important for UV unwrapping. Depending on the complexity of the object, usually you just have to mark a couple of seams to properly unwrap With a dense mesh or bad topology (no polyflow, missing edge loops, ngons, tris etc) this is difficult. To have hundreds of auto unwrapped UV islands is not ideal for precise texturing. There is the new tool QuadRemesher from EXOSIDE that auto retopos the object, the Cinema Plugin is just being released now. Simple to use with good results. It helps for exa
  8. Yes I agree. Xpresso with new Node system would be nice and it will come. Of course it's nice to have features built-in but for UV mapping MAXON is way too late. I guess most users already have RizomUV which is hard to beat - or similar tools. Same for Bodypaint, how can they catch up with defacto standard tools like Substance.
  9. Completely agree to all you said. The subscription prices will go up if MAXON is successful with the new model. If not, they will start to offer limited time subscription sales. The whole online and subscription disappointment started with VrayForC4D for me. Don't care about the new versions as they require a constant online connection. I got Redshift and was very excited when MAXON bought it (seamless integration, nodal shading). While I'm still glad I have a perpetual RS license, I'm not overly optimistic towards its future due to the direction MAXON is going. It seems the R21 No
  10. Not exactly but sort of. But MAXON confirmed in the Siggraph thread that: *** When you take MAXONs offer for the reduced price 2 year special offer subscription for MSA owners, then you CONVERT to subscription, you'll loose your perpetual Studio license. You can subscribe separately for the full price and then you don't loose the perpetual license. *** I don't think many individuals that read / understand the license terms would do that, I'm certainly not giving up my perpetual Studio license. What would motivate (not drive) me into a C
  11. Yes I'd like to know too (I asked this before but it was not answered yet).
  12. Oh I'm sure the offline installer will be gone in one of the next releases "for a streamlined and simplified installation process for the user". Of course pure speculation but we have seen this behavior before.
  13. Perpetual with periodic (every 14 days) online activation is not perpetual to me anymore. Yes, you are theoretically entitled for using the software without limitation but you completely hand over control to MAXON. There are numerous examples where 1) online activation failed or 2) older software cannot be activated anymore. Another downside is that plugin developers now have to implement the new licensing too. And users have to wait again for their various plugins and render engines to be available for the new version. Personally I think in 1 or 2 years the message wil
  14. Exactly. The only positive thing is after all, we have our license for the last real perpetual Cinema version with user friendly licensing. MAXON's argument that you don't have to bother again with serial numbers is ridiculous.
  15. Well said, this is exactly how I feel! The (periodic) online activation killed it for me. A change in the licensing system was the only thing I was afraid of in R21.
  16. No, the MeshBoolean Plugin and Nitro4Ds BoxModel Plugin also use the C4D internal Boolean technology, there's no improvement there. I agree with renegade, a Boolean rework would have to be done / expected in R20 or R21. While OpenVDB Modeling is great (and SubD modeling of course), Booleans can be a good solution in some cases and a redesigned Boolean algorithm would also make it easier for those plugins. Look at BoxCutter or HardOps in Blender!
  17. A software that needs to be activated every 14 days is not perpetual to me. I depend on MAXON's activation service in order to start the software. About the upgrades, the strategy of 'subscription companies' has been to increase prices for upgrades in order to push the users to subscription. And MAXON has already mentioned that 1) not all updates will be available for perpetual users and 2) Releases older than 3 years are not available for download and will not be supported anymore, so they can also remove activation of older releases as AD did. My workstations are usu
  18. Wrong. You're losing a perpetual software license. You will be paying and paying year by year but never ever owning a license that you can use at your own disposal. Rented software is worthless to me. In addition to that there is the hassle of online activation and periodic online checking. My workstations are offline and currently X-Particles and Cycles 4D are the only exceptions for me and that's already a pain in you know where.
  19. VERY disappointing. I had high hopes on MAXON's big announcement, but the major news is the new licensing and bundling options. I expected the inclusion of X-Particles / Cycles 4D, Forester / Rock Engine or similar. Or some other rocking new features. As a hobbyist I didn't mind to pay for Studio MSA in order to have a fully offline perpetual license available. And I'm not renting software, ever. Actually I expected something like an Indie Version or Free Non-Commercial, looking at Blender 2.80+. The new features are nice but nothing ground breaking.
  20. Thanks for all your work and generosity! These scenes are a great source for learning new techniques in C4D.
  21. I thought of something Toby is showing here: Not sure if it will work with the DAZ character meshes and their UVs to bake / raycast from the high-res OBJ to the low-res FBX but I will eventually try it out. However for my purpose just applying the DAZ normal maps was sufficient and worked out fine so far. If you have the DAZ Alembic exporter, it will save out all required maps (Reflection, Subsurface, Normals, Bumps etc.) of all objects at once.
  22. I meant to do that in Cinema (bake high poly object into normal maps for low poly object).
  23. About the joint controlled morphs I don't know, never used it. Yes DAZ HD morphs can only be exported via OBJ export in DAZ unfortunately. But for animation the high poly object might be too heavy anyway. If you need all the details you could export as OBJ and bake into normal maps (if the existing ones are not sufficient) and then use the exported FBX with the baked maps.
  24. Hey John I can highly recommend the People in Motion R2.0.1 Plugin for C4D (works in R20 with the Insydium bridge). You can load a DAZ character via FBX import and select the DAZ rig (as well as other rig formats). It supports up to Genesis 3, for Genesis 8 you have to perform minor rotation corrections in order to be in T-Pose, but I export Gen8 characters with a T-Pose from DAZ, so that works as well. All morphs are included (for example facial morphs), if you included them in the FBX export (you can create a template in DAZ for exporting the required morp
  25. Which other application is cheaper than Cinema 4D? You can buy it as one-time purchase and use it whenever wherever you like. Autodesk rental-only applications? You pay high subscription fees year after year for using it. Yes it has additional features like Fluid Sim or better Character animation tools out of the box but you'll never own a license. Houdini? FX is more expensive and its annual upgrade plan is insane. Houdini Indie is nice but too complex for many use cases and has revenue restrictions. Modo? Yes cheaper, but it uses online licensing. Great fo


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