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kbar last won the day on October 14

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About kbar

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    Cafe Ronin

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    i7-10 Core / GTX 1080
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    Wellington, New Zealand

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  1. kbar


    Just letting you know that I have the plugins compiling natively now for R20 on both OSX and Windows. Should have something ready for release soon.
  2. kbar


    I will answer both your questions here. First question was why does the dialog look different, that’s because your not using my plugin. Instead I think your using the python bridge one created by Ryan Gordon. Second question - you will have to ask Ryan my plugin only works on R21 for now on both OSX and Windows. It’s native compiled (ie C++ rather than Python). And it works on just the selected object itself and doesn’t need to export or import models, it just updates your currently selected model directly.
  3. kbar


    It feels stable to me. I could make a version for R20. Wanted to see what the interest is in this plugin first before working on R20 though since it is not a trivial task to compile for different versions.
  4. kbar


    No you can't use splines to direct the flow in Quadriflow. But I was working in an integration of Instant Meshes about 3 years ago and might dig that back out and properly add it into R21. Quadriflow is actually a modification of the original Instant Field-Aligned Meshes algorithm which is used in Instant Meshes, so it may be possible to bring across similar guide based workflows, but I would have to dig into the algorithms themselves in order to do this. However this plugin was created just to check out how well Quadriflow works in C4D as it stands now, and to see what the interest is in these kind of tools. At the moment it's great for me since I now have a Dynamesh style workflow for sculpting as well as an automated pelting solution for painting. As for the eyes... haha, that wasn't planned at all. It was just a quick test using random textures and I decided to keep it in the video clip.
  5. In R20 and R21 you can put your plugins anywhere on your computer. Then from Edit->Preferences->Plugins set a path to the folder where you put your plugins. There is no longer a Plugins menu in R21. It is now called Extensions. Also be aware that R20 plugins will NOT work in R21. Some python ones may work. But everything else will need to be recompiled by the developers. You will also need to provide them with your new User ID or System ID for licensing. Contact the developers of the plugins for more details. I made a video which goes over most of this. Just watch the first few minutes of this video... At 0:30 it shows how to get your User ID and then at 1:30 it shows how to set your plugins location in the preferences. Note that my licensing system is for my own plugins, you will need to talk to the developers of your specific plugins to find out how they are now licensing theirs.
  6. kbar

    Jet Fluids

    Hi everyone, I am working on a fluid simulation system called Jet Fluids. It is based on the open source Jet Framework by Doyub Kim. This is a very early Alpha plugin and I work on it every now and then to add new features and workflows. But it will keep changing and being updated. It is available for R20 and R21 for both OSX and Windows only for Patreon Alpha Tier subscribers: https://www.patreon.com/plugins4d This was free for about a year but I just recently moved it to the Patreon to track who really uses it and who is interested in funding it. If you use it and create anything cool, or find any bugs then just post it up here and let me know. You can also visit: https://www.plugins4d.com/jet-fluids for more information as well.
  7. I have written a plugin that uses the open source library Boundary First Flattening. This is a UV mapping tool to automatically create a best seam for your model and then flatten it out into one UV island. This is a very early beta version for Windows users only currently. But if there is interest in this plugin I can bring it to OSX as well. I hope to spend more time on this if it is of interest to everyone, since there is a lot more features I can still add to this system to help you define how the UV map gets generated. Here are a couple of examples of the plugin in action. This is available now to R20 users on Patreon for Alpha Plugin subscribers: https://www.patreon.com/posts/boundary-first-29262933 You can also buy it separately for R20 from here: https://www.plugins4d.com/bff And for R21 it is currently only available in my bundles but I will eventually break this out into its own purchasable plugin again.
  8. kbar


    And finally this gif shows using Quadriflow, then the BFF (Boundary First Flattening) UV mapping plugin, and finally painting the model using the 4D Paint stencil painting brushes.
  9. kbar


    Hi everyone, Firstly thanks to the C4D Cafe for setting up this area to let us developers talk about our plugins. I may be making a few posts here about each new plugin I am working on to allow you to discuss them in each of their own threads. I have been working on a new plugin for quad based remeshing based on the open source Quadriflow library. This is a C++ plugin directly including the library. It is currently single-threaded but will continue to work on it and add multi-threading support and also CUDA support for windows users. Here are a few gifs of the plugin in action. This is meshing a densely triangulate mesh on OSX. I am setting the resolution with the slider to tell the system approximately how many quads to create. This gif is showing how you can use it to remesh a polygonal object while sculpting on it. Just press the quadriflow button and then keep on sculpting your model. The plugin is available now for R21 for both OSX and Windows as part of the Alpha Plugins tear on Patreon https://www.patreon.com/posts/quadriflow-29928483 And it is also available for the same price $10 as part of the Alpha plugins bundle from my store https://www.plugins4d.com/quadriflow
  10. Autodesk is subscription only though right? The issue with MAXON is to do with Perpetual licences. Every feature that gets released needs to be matched against sales. So you either be a subscriber and pay during the year and get updates, or you go perpetual and get all the combined updates when you pay.
  11. You can double click those presets to use them. Or if you just want to use a texture but keep your settings then drag the image from the "tex" folder into the image field.
  12. They already do. I have my perpetual version for R21 right now.
  13. Just want to say I think the new look and feel of the site is really great. And the new plugin developer sections is really appreciated. Hopefully I have will have some time soon to start posting a bit in that area.
  14. Just thought I would post this here as well. Since people have commented that one of the other reasons to leave C4D is that the update breaks existing plugins. Well so does blender updates (and every other software update). https://theduckcow.com/2019/update-addons-both-blender-28-and-27-support/ This will most likely happen again when they go to 2.9. So every developer out there that has made a plugin, usually in their free time, to sell to blender artists is now faced with having to update and rebuild as well. Or abandon. And the link shown is just about Python plugins. C++ based ones most likely need a full recompile as well. But in C4D your existing python scripts should run just fine in R21.
  15. From what understand they will. It's just not called MSA. Its a yearly update for your perpetual licence that will be a combination of all the subscription features released during the year. They are offering both perpetual licences and subscriptions.
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