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3D-Pangel

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Everything posted by 3D-Pangel

  1. I love it. They just keep get better and better..... You are like the "Beeple" of animation/compositing/VFX work... What a neat legacy of memories you are creating, especially if you keep going as she get's older. Just imagine 20+ years from now when you have all those animations playing on a continuous loop (via holographic projection of course) during some major event in your daughters life (graduation, wedding, etc). Dave
  2. Okay....if you are NOT yet convinced to stick with XP, this should do it: Honestly....this just blows my mind. It looks WAY more easier to use than TFD with far better results! Again, Insydium just kills it! Unbelievable. Dave
  3. If MAXON ever offered a sale such as 30% off the next 5 successive perpetual license upgrades (from R22 through R26) ....I would take out a loan. ...yep...I keep dreaming. Dave
  4. Wow....amazing. I do appreciate the amount of work you put into those 6 seconds and can therefore understand your first comment: "Now I know why just 1 person does not make shorts" Not sure what you have planned, but I hope that the lighting, modeling, texturing and rigging (which you did to an outstanding level of perfection) were the lions share of the work that needed to be done. Hopefully, the rest of the work (animating?) goes quicker and therefore keeps your interest and energy level high so that we benefit from seeing more. So please don't be discouraged! I pe
  5. Good question that requires Jawset to answer. Jawset should allow you to link to a new machine within an existing license. People do upgrade their hardware and hard drives do fail (I would assume that the MAC address of your hard drive is how your machine is identified to Jawset). So they have to allow changes. Question is though....how often. Usually there is a set number of times you are allowed to link an existing license to a different machine or a set period of time between when you can change that hardware link within an existing license. Usually, the limit is on the number of time
  6. You are welcome. Now...let me confuse you some more. Do not be intimidated by X-Particles. I can understand your reluctance to get X-Particles because it is just a massively huge program only because it does so much: particles, fluids, smoke, cloth, volume breaking, volume rendering, grains, dynamics and multi-physics where one physical simulation affects another simulation (like a stream of water hitting a blanket and the cloth simulation on the blanket reacts to the fluid simulation and the fluid simulation in turn reacts to the cloth simulation). On th
  7. TFD is a great program but in all the years that I have been using that program (since 2012) I have never seen a sale. BUT..... That program is faithfully supported with a constant set of updates all free of charge. In short, you pay once and then never pay again for maintenance contracts or new licenses for future C4D versions. To me, that is a deal. Here is a quick snapshot of all there updates over the years (not sure why I save them...it must be the process engineer in me - we tend to be pack rats and document everything): So in the long run,
  8. Absolutely agree! Very hard to walk away from all the fluid/VFX awesomeness. Yes. TFD is also easier to use but it really slows down when it has to work with XP...which is a big pain point for me. But then again, shading XP fire simulations is not as straight forward as TFD and you only get really good results with Cycles 4D.....again another pain point. Probably the best path for both speed and quality is to cache the VDB file from XP and use Redshift. But I agree...they should really improve their fire shading such that there is NO reliance on more plugins. Dave
  9. Okay....is this from the XP 2021 release program? Seriously....there is just so much packed into this update it is amazing. Personally, I felt that the original FLIP solver was a little clunky (slow, poor collisions, particles leaking out all over the place). Putting it side by side with the APIC solver in the speed test at 4:47 really drives home the point. I am thinking that the redone fluid solver is also what is behind all the other advancements like flowfields and the ocean solver. I would love to see how this works with grains (more speed improvements?). My excitement
  10. Plus I just completed working 20 years at Cisco on June 19th. Normally they give you something you really don't want as an anniversary gift (monogrammed serving tray, liquor decanter, luggage). This year they did something new....Visa gift cards. That surprise hit me yesterday! Again, perfect timing. Dave
  11. Just refreshed and it works now. Phew. Pretty good deal...on a perpetual license of course. And the timing is great as I was looking for a reward after having successfully putting my youngest daughter through college!!! Dave
  12. Hmmm....went to MAXON link in the first post and got the coupon code (SUMMER30). Then I went to the Redshift web-site and entered the code. This was the result: ...so did anyone tell Redshift about this sale? Today is the 23rd isn't it? ...maybe it really is all fake news and malarkey again! That's it, I am going to Verizon and demanding my Corona beer!!! Dave
  13. Given my long term views on subscriptions, I already tested FBX export in R21. It works quite well on re-import to R20 as well as to Blender. Now I did this with standard traditional shaders and NOT the new nodal shader system. But, your best bet on moving files to other platforms and/or earlier releases is probably going to be FBX. Dave
  14. So all the beer that Verizon was promising me for switching to 5G is just fake news and a bunch of malarkey! Do you mean to say that I can't trust the internet!!! What is this world coming to. ...in short...speak to a human as suggested. As for me, I also try to get to a confirmation email just to insure that there was no misunderstanding from the conversation. MAXON USA has always been pretty accommodating about that. Dave
  15. Well...that just made Realflow look....inadequate. Dave
  16. A really fun tool. Amazing that it is now free and stand alone. That just goes to show how far we've come with 3D particle/fluid simulation systems as why would anyone want to use a 2D sprite based program when the results are so much better with current tools. But I remember playing with the Particle Illusion demo back in 2007 and was completely amazed at its ease of use and power. It was just fun to use. I actually recommended its interface to an old trueSpace developer (Primitive Itch --- anyone remember him) to change his UI for his 3D particle system (PPFX) to follow Particle Illusio
  17. This is huge! Ever since Vue decided to stop supporting their Carbon Scatter plugin for C4D I have missed this capability (not wanting to invest in Surface Spread). Insydium.....they just keep going! All they need to do is develop a modeling programs and then all their plugins will walk off and form their own DCC app. Dave
  18. This video here (from 0:27 onward) is what I am talking about. Maybe I am mis-interpreting what PolyDup can do more so than Polygnome but I use Polygnome for duplicating "closed" or "solid" objects onto other objects by aligning faces to faces (put a 2x3 object onto set of selected 2x3 array of polygons). What I interpret from that video link is that PolyDup can use "open" objects and re-arrange them on their open edges. That is, the edges (not the faces) can be selected to add another level of PolyDup polygons. This is best illustrated here: Note that in the re-a
  19. Polygnome and PolyDup are really complimentary modeling tools and meant to go together (IMHO). Any thought to making PolyDup in two versions: standalone (essentially what you have now) and integrated into Polygnome as Ver 2.0. In the integrated version (Polygnome 2.0), the open ended geometry of PolyDup can be stored and accessed similar to what Polygnome can do. What I love about both programs is the ability to quickly build geometry. But what I really love about PolyDup is the ability to merge the open ended selections in various combinations of new "closed" geometry which co
  20. Daniel, I would agree that this looks to be a fantastic plugin. I am surprised at the large number of downloads without any feedback and agree with your action to take it off-line for now. But please do NOT stop developing it....you are on to something here. Couple of questions: Does the geometry to be copied have to come from the same object that they are being copied to? Can they come from another object? Once the geometry is stored, is that storage permanent or can it be saved to a library (....you can probably guess where I am going with this
  21. You essentially put the light in box, excluded the box from being seen by the light, but then still want the volumetric rays to be blocked by the box. I will admit....I am a little confused as to what you do and do not want the light to touch. Maybe duplicated the geometry and use a compositing tag on both: for one it is NOT seen by the camera but seen by the light and for the other it is seen by the camera but NOT seen by the light. That is the best I can think of to give you the type of control I think you are looking for. Dave
  22. Okay....you have the origin of the light buried behind the geometry of the ship...which will cause the light NOT to be rendered simply because it is behind something. To get around that, you excluded all the geometry from that light....which then causes the volumetric light to show through the geometry because the light was told to exclude that geometry. In short, you can't have it both ways. Your best option is to remove the exclusions and pull the light forward a bit so it is NOT behind the geometry (as shown below): When you remove the exclusions
  23. Well, it seems to have been done with xpInfectio modifier and a UV map. You can find out more here: But, if I am completely way off, then the next best advice I can give you is to submit your question to Chris Schmidt at Rocket Lasso (https://rocketlasso.com/). He has a live podcast every Wednesday at 2:00 PM CST where he takes questions such as these and tries to answer them. Dave
  24. 3D-Pangel

    Bb-Horn-054D.jpg

    Wonderful....simply wonderful....and I thought your meshes were beautiful! Tremendous lighting and texturing. Dave
  25. Interesting....I never noticed that. But that is not the in-joke. Given that we were talking about robotics, the font is from "The Terminator" movies. There are actually web-sites where you can download peoples attempts to duplicate (but not 100% accurate as they are copy writed) fonts used in movies. I guess inverting the A was one way to avoid copy write infringement. My initial proposal was to make a short film. The opening scene would be close up of the Cisco sign that marks the entrance to our main campus in San Jose all burnt and destroyed. Camera pull
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