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SKaiser

Regular Member
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About SKaiser

  • Rank
    C4D Cafe Junior

Profile Information

  • First Name
    Dele
  • Last Name
    Ajayi
  • Location
    London
  • Website URL
    http://www.fluid-lab.com

Hardware | Software Information

  • C4D
    19.053 Studio
  • OS
    Windows &M
  • GPU
    Both

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  1. Ah yes, I thought this would currently be the case, it's still early days. Will this be possible in the future perhaps?
  2. I'm a little confused as to what this means and what the implications are. Are scene nodes separate from 'Standard Cinema 4D'? Standard Cinema 4D can not react with Scene Nodes but can Scene Nodes be used to create a scene of many 3D objects that are not procedurally generated? Am I able to import/create objects to be referenced by Scene Nodes? I'm trying to see if Scene Nodes can help with an issue I have that often arises when I work with Cinema 4D. Namely, the viewport and playback lags whenever I create a heavy scene made up of many different components. This occurs
  3. I have an example which isn't so much a system or builder but more to see if Scene Nodes lends itself to working in a certain type of way. Currently I have a scene composed of many different elements . All elements I've modelled separately and combined into the one scene. Together, all these elements make cinema grind to a halt so I've separated them out to layers. I can only turn one layer on at a time to navigate the scene with any effectiveness. Often though I do need all elements visible and the Cinema viewport lag is immense. I'm not talking about thousands of objects here....
  4. So Xpresso will not be phased out then...? Will Scene Nodes will run alongside Xpresso? r23 is a great update. I applaud the devs at MAXON. They are obviously listening to users and are most likely using Scene Nodes to retain users shifting to Houdini. I for one will be sticking around to see how this plays out. What needs to happen is to be able to use Scene Nodes to create particle and fluid effects. Scene Nodes are obviously capable of doing a better job than the badly built X-particles plugin, they should replace the need for it entirely. On another note, I am surpr
  5. That's great @everfresh, I'm glad you worked with MAXON for this functionality. Do you mean the Face Rig tutorial for your old template? (btw - I've actually rigged a cartoon character using that body and face rig - but have been sidelined with so may other projects I haven't had a chance to use it yet :/)
  6. Hey @everfresh, I noticed you were the author of the toon rig included in this release. Is this what happened to the rig you released for general use a few years ago (now pulled)? What differences exist if so?
  7. I feel that Insydium are great at being showmen and not so much at building efficient software. I've been using X-particles for 3-4 updates and Xplosia can not be used in production in any of those releases. I get skipped frames, crashes extremely slow sims and sims that seem to stop working for no good reason. On top of that, their support system SUCKS! It takes about 3-4 days to be responded to (if at all). I'm often working on sims for clients, I can't tell them to wait 3-4 days before I can continue working, usually by the time they' get back to me I've found an alternative way of w
  8. Wow! Do you think MAXON and Redshift can just click their fingers and make things happen? The merger was announced a few months ago, Redshift had a list of deliverable to achieve even before the merger unrelated to c4d and they're hitting each one. Redshift for Mac is on it's way but I'm sure it's no easy task. Maybe you don't realize that MAXON isn't as large as Apple inc. Things take time.
  9. A fully fledged 3D application will never buy a 3D 'lite' plugin - not going to happen! It does seem to me as if MAXON are positioning themselves to look more attractive to be bought by Adobe. I don't want it to happen, but this merger makes no sense at all. I was excited after the Redshift buy out, this one worries me.
  10. This is another issue I have with XP. If you create a low res simulation and then up res, the physics and interactions change COMPLETELY! it's a joke! I've wasted many hours perfecting a low res sim only to up res it and realise I've wasted my time. Can you imagine what that's like when you have a deadline!
  11. I guess this is the answer I need. Don't bother using Dyanmics in XP, better to use the native C4D dynamics.
  12. One of the first major issues I had with XP is with their dynamics system, which wasn't working as it should. Yes, you say that C4D native already has dynamics but I figured that as we pay for it with XP and it interacts with the XP system, I'll use the XP dynamics. Simple collisions did not work as they should and whenever I adjusted the values to a state where it should work, the system crashed. In this instance I resorted back to native C4D dynamics and it worked fine. This was when I started to notice the inadequacies of XP.
  13. Interesting to hear that it's not just me with these issues. I guess I'll have to ride the wave of the crashes. @DasFrodo while I was using Xparticles as a "hobbyist" (i.e. not working on any client projects) I had no issues with it. As soon as I was in a real word scenario, I quickly saw its flaws.
  14. Sorry if this turns into a bit of a rant. I've been using Xparticles on and off for a few years now. This year I really tried to get deep into to plugin and use it a lot. I must say I have found the experience problematic and wanted to online my findings here in the hope that maybe someone could sympathize and possibly offer some solutions or best practices? What does everyone feel about Xparticles? Personally I find the plugin buggy as hell. I often find a new bug or finding that something doesn't work the way it should each time I use Xparticles. Simulations not reading from cach
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