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Cinema 4D Plugins

zeden

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zeden last won the day on May 14

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20 Noble Beginner

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  • First Name
    Chris
  • Last Name
    N.
  • C4D Ver
    R18.041 Studio
  1. The main difference between the two Apps is that in Maya everything is a node. That means all the objects inside maya can more or less be handled and connected as nodes which is a vastly different setup than C4D. It is powerful but in many cases makes things a lot more complicated to what we are used in C4D. Rigging is completely different from what I hear. In general you have workflows possible that are focused on heavy VFX productions like multi UVW (UDIMs for example) objects etc...that are difficult to handle in C4D. You will laugh at how tedious some things are to do in Maya and on the other hand things are deeper integrated to what we are used to. In my opinion in 90% of the jobs I would say you are faster in C4D but in the last 10% high end stuff Maya outclasses C4D (Fluids, Dynamics, Cloth, Multi UV objects etc). And MAXON does not want to compete there as you can see that cloth is untouched in a decade, Fluids aren`t even in there and the new renderer is aimed at mograph people and Maya bought the ultimate VFX renderer Arnold. Two different paths they go.
  2. Career Change Questions

    If I had to start all over again: 1. Sign in to cineversity 2. Sign in to FXPHD to all courses by Tim Clapham. The fxphd stuff looks like has the very important Pipeline with the After Effects in mind which will be central in your everyday work. The only problem is that the course is in r14 and in R16-18 the modeling in C4D has changed considerably.
  3. Are we talking cartoon or quasi realitstic? Because the movement of facial anatomy in a realistic way is insanely complex. I think the snappers rig for max and maya has hundreds of joints which are controlling each other...and that still looks a bit cg (but very very good cg).
  4. Please help I'm freaking out

    The thumbnails show sth. rendered....go to the right tab to the thumbnails: they are all inside a folder when you scroll up. Right click the folder and save the folder as animation(stiil image is default setting). Or make right click to see where the files are located on your hdd by choosing show in explorer If else we would need to see the render settings Cheers
  5. That is exactly the problem I guess. There are two main schools in facial rigging as I read: Jonit driven rig and morph based rig. Since morph based is highly individual for every mesh it wouldn't make sense to put sth like it into the C4D character object. The only thing that would make sense is to create a joint based rig as a preset, right? I would love that but I once asked a very good C4D TD to do it and he said it is A LOT of work to create...and expensive
  6. Cinema 4D R19 discussion!

    I am far away from being a specialist in laws but I think I've read that somewhere (cgtalk?). But imagine they give away a .5 update away on one continent and aren't allowed to give it the customers on another. Would cause an uproar right?
  7. Cinema 4D R19 discussion!

    Considering how much they talk on cgtalk and show about Prorender it is more of the opposite. They cannot release it as a .5 release due to tax law constraints they said somewhere (Adobe has the same problem, thanks to subscription systems). And no I do not need Prorender because I never render with Physical or Standard etc. . I have VRAY, Cycles and Corona beta on my private machine and work with Octane/Vray on my day job. Like so many. And why are so many using 3rd party engines? We all know why: because they are way better. And that has to change. Because every single one of them has problems. A renderer that has equal quality and in addition is tighly integrated will most likely kill some of the 3rd party engines I fear. From a product management point a new gpu renderer is 100% the way to go for MAXON. This kind of renderer is exactly what all the mograph and product viz people need. A LOT of them are using the inbuild engines. And the now slowly appearing pics show convincing quality. Good move.
  8. Cinema 4D R19 discussion!

    Look at this video. It is one of the very few Prorender stuff that can convince besides the Glen Johnson renderings: With that render quality out of the box on the GPU 90% of the C4D users can pay their bills without purchasing 3rd pary engines I am sure. And you can choose Cpu or Gpu. Ok, it will take them untill R20 or so to make it production ready as they say. But it is worth it. But when I have a renderer that gives reliable Viewport Representation, painles material stacking/layering, working multipass and deep integration in genereal etc inside C4D...how on earth can I not want that? Imagine the thing in combination with realtime painting in BP...
  9. Cinema 4D R19 discussion!

    Yeah, let's stop developing the internal Renderer! Because the Renderer is so unimportant in a 3D App that clearly aims for the 3D Generalist. And hey, it will never achive the power of a thrid party renderer that is developed by a 10 men team fulltime over years. So Drop it! And if my 3rd Party renderer dies (which of course never happens) then I will start ranting about MAXON about how they ignore their users for YEAARRRSSS! This place is getting ridiculous. A GPU/CPU renderer that runs on multipe techs is exactly what this software needs. It is basically the most important thing in a Generalist 3D software. Maybe MAXON is damn right not to listen to some of its customers
  10. Cinema 4D R19 discussion!

    http://forums.cgsociety.org/showthread.php?f=47&t=1449143 And some renderings: https://twitter.com/the_glenster
  11. I think low poly hair planes are normally riged with bones/joints. That is the way to have full controll, no?
  12. BodyPaint 3D open beta

    Let's hope they resigned him and bought his tools ;)
  13. BodyPaint 3D open beta

    I think it makes sense to overhaul the core tech behind the tools first. And BP still after a decade has some stuff the others struggle with. For example in Mari you still cannot paint in multiple channels up to this day, right? BP has that for ten years now. Substance painter has serious limitations regarding texture size. BP is way stronger there. They have to do some serious catch up but the foundation of BP is not sooo bad to build on. But is it really that hard to implement symmetry?
  14. BodyPaint 3D open beta

    So this BP version is basically a code rewrite without any new features?
  15. BodyPaint 3D open beta

    I guess they would have shown in the vid

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