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Everything posted by MHan

  1. This is a very old modeling problem. The approach itself is not intuitive and is overloaded with unnecessary settings. Guys, I hope one day you will fix this tool. moodeling axis problem For example, a one-click solution.
  2. I am having problems when using a symmetrical cut in the Loop / Path Cut tool . https://www.dropbox.com/s/hnv8ouwe3y7p6qg/2020-08-18_14-10-53.mp4?dl=0
  3. S 22 My favorite bug that travels between releases. It disappears in one and occurs suddenly after several releases again. Also do not work snapping to the work plane. https://www.dropbox.com/s/r2m0hucjivs17sa/2020-04-29_17-04-52.mp4?dl=0
  4. R21 - S22 The node editor blocks the attribute manager. https://www.dropbox.com/s/pskz0911c9izqbn/2020-04-26_19-24-12.mp4?dl=0
  5. A few more bugs. S22 A bug in the operation of filters. . https://www.dropbox.com/s/trthe1jprqlc6p2/2020-04-26_18-05-12.mp4?dl=0 Bounding-Box is missing from the filter. If I use splines, I can’t turn off this dimensional container in any way. With active Live Selection, the rectangle selection with the side mouse button does not work. https://www.dropbox.com/s/eirsmnzekgqa2h3/2020-04-26_18-08-06.mp4?dl=0
  6. Bug and my solution. Open GL texture mod set to linear. Mipmap - buggy https://www.dropbox.com/s/41xijsaloyyzgc6/2020-03-19_03-41-17.mp4?dl=0
  7. Modify the node system to the production level. At the moment, huge functionality is hidden there, but its capabilities are almost useless. The physical render is too slow, AR gives a bad result and often not faster than the physical. Other production renders cannot use the full power of nodes. Now it looks like a piece of another program inside C4D. This system needs to be improved so that the data from it can be used in deformers. Add the ability to read tags directly into the material nodes, as implemented in Xpresso. I like that this system makes full use of all the threads of
  8. There is the same problem. The system and C4D are installed on the SSD, one 1050Ti video card. No plugins installed. C4D Version 21.207
  9. • Fixed a stability issue with the Sphere object LOL
  10. But now i can't use hotkeys :( Shift + M~N does not work In the global settings, we have a choice of what to do with the points after deleting the polygons. Why not use the priority that is set there?
  11. 16, In R21, the dissolve function works very strange. Depending on the angle in the phong tag. https://dl.dropboxusercontent.com/s/bju6pwc2exjmbql/2019-09-22_19-40-36.mp4 17, If you open the node editor, the material settings in the attribute manager override all other functions. To have access to the parameters of a cube or any other object, you have to constantly close the node editor. Not good ! https://dl.dropboxusercontent.com/s/i8zf4dyqne2qudp/2019-09-22_20-38-12.mp4
  12. Speed up the work of Push Apart Effector and refine its algorithm. At the moment, work is only on one core. Packing points from above forty thousand just freezes the computer. Tests in Houdini show that their package algorithm uses a lot of threading and this happens in real time and no freezes. Even a million points is packed very quickly. I do not know why, but almost everything in C4D runs on a single core. In 2019, this is an archaic feature.
  13. I want to connect a picture to - Subdivision Level . In the end, I would like to receive an adaptive subdivision level. My attempts to realize this did not lead to the desired result. Is it possible to do this?
  14. You can read this paper. It shows a lot of tests with AMD and Nvidia. And I was surprised that Nvidia GPUs are even better for Pro Render. https://techgage.com/article/amd-radeon-prorender-performance-oct-2018/ I downloaded the version of the plug-in on my 3dmax, it is slightly superior to what is in C4D. There are more BSDF that can be mixed and create complex materials. Displacement supports adaptive mode. There is also a denoiser. In any case, there is still a lot of work to make it a production renderer. And I hope MAXON and AMD will not throw it in the trash as it h
  15. Some more tests Fstorm 30 min Prorender 7 hour Maybe the other day I will set up the scene in a blender, and then look at the speed of Cyclec.
  16. I recently tested Pro Render. The test scene is a fstorm benchmark. Rendering time 4 hours on Nvidia 1050. The problems that I have identified. The problems that I identified. Displacement takes up a lot of memory because it uses old subdivision algorithms. Displacements in Octane and Fstorm do not take up much memory and are calculated in real time. A big problem was the small light sources - pay attention to the LEDs in the fan. ProRender was unable to clear the noise from these small light sources. Statistic Prorender without displacement 1892 mb Statistic Fstorm wi
  17. Hello to all . Today I worked on the effect of dispersion in glass. In Blender, I was able to easily get the result. Attempting to repeat in C4D ended with the fact that I did not find at all the opportunity to mix several materials. In the example with Blender, I mixed three BSDF refractions with different colors, IOR and roughness. After added another BSDF reflections. As a result, received a glass with a dispersion. P.S I would like to know if this is a time limit or will it be impossible to mix different types of BSDF with this system of nodes?
  18. I was faster than everyone)) ZModeler https://youtu.be/ig2WROzB_ho 3D Max https://youtu.be/EjKNBruuVfg
  19. I once read a thread on the forum polycount.com where there was a battle of ZBrush vs 3Ds Max. For me it was unexpected that ZModeler Zbrush was very fast. But the user 3ds used scripts. After a bit of thought, I decided to test the theory about combining the best of the two worlds inside C4D. I did it in 53 seconds, without using plugins and scripts.C4D Win !
  20. I, too, find some external resemblance to ICE as in XSI. If you look closely, this is not just a material system. There are nodes of mathematics and some other things that say that it will be much more than just materials. Probably Xpresso in the next version should be replaced. It would be ideal if there is an opportunity to work in the same editor with materials, object topology, particles and character animation where there will be no problems with priority.


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