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Sam Waldow

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Everything posted by Sam Waldow

  1. Full notes from the PDF: CHARACTER ANIMATION • Fixed a stability issue with the Weight tool CINERENDER • Fixed a stability issue with exporting a FBX file and Cineware EXCHANGE • Fixed an issue with the OpenEXR format • Fixed a stability issue with the RPF format • Fixed an issue with Save for Cineware HELP BROWSER • Fixed an issue with the Offline Help INTERFACE • Fixed an issue with using some keyboard shortcuts on macOS • Fixed a stability issue with baking Dynamics simulation • Fixed an issue with accessing the macOS system font INSTALLER • Fixed an issue with an outdated Python version and Cinema 4D Lite LICENSING • Fixed an issue with the machine name length in the License Manager • Fixed an issue with the licensing of Cineversity MATERIAL-NODE • Fixed a stability issue with Node Editor‘s Asset Editing mode MODELING • Fixed a stability issue with the Weld tool • Fixed some stability issues with loading several scene files • Fixed a stability issue with the Subdivision Surface object • Fixed a stability issue with the Lathe object • Fixed a stability issue with using some Generator objects • Fixed a performance issue with the Boole object • Fixed a stability issue with the Boole object • Fixed a stability issue with the Shape setting of the Bevel deformer • Fixed a stability issue with the Sweep object • Fixed a stability issue with the Sphere object • Fixed a stability issue with the Display tag • Fixed an issue with the Untriangulate tool MOGRAPH • Fixed a performance issue with MoGraph effectors ONLINE UPDATER • Fixed a stability issue with installing updates in Cinema 4D Lite OPENGL • Fixed some stability issues with switching between the different panel views OTHER • Fixed some stability issues with the OpenSSL secure communications library PYTHON • Fixed an issue to print Bit Sequence in the console • Fixed an issue with DescID not working with shift operator • Fixed an issue with the syntax of the function GetHiddenLayerNum • Fixed an issue with HairObject.GenerateHair not returning an alive object • Fixed an issue with an optional argument in the function SplineData::SetType • Fixed an issue in TextureTag.GetMaterial • Fixed an issue with c4d.gui.TreeViewFunctions.InputEvent • Fixed an issue with an empty script in PYTHONPATH environment variables TEAM RENDER • Fixed a stability issue with Team Render VIEWPORT • Fixed a stability issue with showing some scene files
  2. Im very new to the C4D world but Siggraph is taking place near my house -- I really dont have the budget for a more inclusive pass and was curious if any of y'all have been before, and if so if it's worth going with just the $50 Exhibits pass. It's so much cheaper than the other passes to the point where im curious if its so limited that it might not even be worth going with it at all. I dont know anything about the conference so very curious!
  3. oh thank you! I honestly didn't even consider usage rights in a professional standpoint. So i guess at the end of the day it all comes down to "Does it make sense for me to spend the time to make this or is it more beneficial for me to purchase it". Thank you!
  4. Thank you very much! I guess it being on a project-by-project basis makes the most sense! I guess I'll aim to learn as much a I can and buy when I need to!
  5. Hello! I've spent the last month or two deep diving into C4D & Redshift (absolutely loving it by the way!), and large parts of the many tutorials that I've watched include lots of information about the basics & essentials of modeling and material-making(?). In the time that I've spent learning, I've also discovered the wide range of models and materials available for download (some free and some paid) and am really curious on where I should draw the line. Should I strive to only use models and materials that I myself create, only resorting to downloading when I've hit a wall? Or is it completely fine and normal to build scenes using mostly models and materials that I've downloaded off the internet to save time. I understand the importance of knowing how to make models and materials well, but am very curious how to approach the matter from a professional level and at a personal level as I improve my skills later down the line. (For example is it weird to post artwork that I've made that's comprised mainly of models and materials that I myself did not make) Thank you!
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