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Posts posted by SKaiser

  1. 3 hours ago, srek said:

    Interaction between scene nodes and Standard Cinema 4D is limited to scene nodes receiving geometry and data fro Cinema 4D. Standard Cinema 4D Can not react on scene nodes in any way.


    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 in scenes created via mograph (which Scene Nodes look like they can handle), and also custom made 'modelled' geometry which I'm not sure if Scene Nodes can help in any way.

  2. 9 hours ago, Hrvoje said:

    @Shrike @MikeA


    Guys, when you say  "we need to get away from playing and thinking with cubes and spheres, and into something practical,"


    Please give me an example of that so we can try to build it with nodes 🙂


    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....


    What can scene nodes do to help? Say there is a  high poly robot is built with certain parts sectioned off (head, body, arms legs - these represent a typical scene I would use in Cinema)

    Can you import those individual high poly elements through scene nodes and enable them to interact as in a scene with no viewport lag in Cinema 4D? 

  3. 10 hours ago, srek said:

    No. Xpresso is part of classic Cinema 4D, scene nodes are not. Scene nodes can not replace in the old context and Xpresso does not work in the new one. Scene nodes do cover the same general functionality as Xpresso though, as such you can view them as the successor to Xpresso, but only in the new context.


    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 surprised that there was no UDIM functionality in this update...and no one seems to be demanding it either. Does no one UV medium to high res models with C4D?

    I have moved to Maya for modelling and UVing recently. Maya has arguably better tools in those areas (though C4D is close). But then, Maya has UDIM support. I need a reason to not use Maya.


    One thing though, having used another 3D app I can now see that C4D is better built and gives a better user experience. With Scene nodes they seem to have gone from the ground up, integrating it into all aspects of C4D rather than just tacking it on to the top. Once again, I applaud the devs - well done!




    That's great @everfresh, I'm glad you worked with MAXON for this functionality.


    3 minutes ago, everfresh said:

    you still should watch the tutorial i recorded,


    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 :/)



  5. 1 hour ago, Adrien said:

    I have yet to see what is so cool about the RS acquisition. For now all we we got are C4d noises+nodes (more a beta release than a production ready implementation). 

    Nothing  to rave about IMHO. It’s about time MAXON integrated it with C4D as a default with Mac support. 



    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.

  6. 6 hours ago, hikarubr said:

    If MAXON is in such a good mood to purchase other companies, I have two suggestions that would make more sense than the RED GIANT purchase:


    1) Video Copilot Element 3D - Just buy this and put inside of Cinema4D. It will work as an improved viewport AND as a real-time render engine. The plugin already reads C4D files, so it's a no brainer.


    2) HitFilm Pro - Which is basically a (very good) Adobe After Effects-Premiere-Element3D clone but all in one, This would be an amazing companion for Cinema 4D if could read C4D files natively and had the same 3D navigation commands.


    You're welcome MAXON. 😁


    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.

  7. 58 minutes ago, Marander said:


    TFD only works on GPU for very simple fluid simulations (depending on the GPU memory of course).


    On my GTX or RTX cards (8 GB GPU memory), it's blazing fast for simple fire / smoke simulations but when I add complexity or up-rez, it fails back to CPU. Note that you can only select one of the installed GPUs in TFD for simulation. However the Up-Rez'ing feature allows to art-direct the basic simulation on GPU and than add details for the long CPU calculations.


    With added complexity I also sometimes get crashes in TFD.


    I didn't experience too many X-Particles crashes but that's because I've only used it for simple particle / smoke / fire / water  simulations so far.


    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!

  8. 1 hour ago, bentraje said:

    Realfow is mainly for water simulations but can also do rigid/soft body simulation. At least for the main Realflow software. 
    The main flaw of XP's rigid body system is its particle based. It's ridiculously slow. Having a bullet system or any tried and proven system should be more viable. 

    Look at the forum. It's littered with questions with rigid body problems. It works with "non" conventional applications which is the forte of mograph but other than, its a pain. 


    I guess this is the answer I need. Don't bother using Dyanmics in XP, better to use the native C4D dynamics.

  9. 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. 

  10. 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.

  11. 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 cache, simulations not working for some unknown reason only to work fine when I rebuild from scratch. System crashes often, slow particle simulations. On top of this their tech support are slow to respond. Often taking weeks to get back to me. Redshift on the other hand take hours...a few days at the most (before they were bought out by MAXON). This is simply unacceptable when you're working in production and you need a solution fast or the project cannot proceed. 


    Their forum also sucks! hardly anyone is on it, no questions answered to common problems (and there are many). Apparently you can get a faster response on their discord channel but there are no solutions there either. I have never seen a plugin that has so many issues and no resolutions from the devs such as Xparticles. It's almost a joke and makes me very wary of using it in production.


    What are your thoughts and experiences?

  12. I had the same issue with Xparticles and uploading to Rebus render farm. In the end I had to convert the Xparticles to an alembic. Not sure if that's an option for you but saving the Xparticles Cache internally may work.

  13. Hi there,

    I'm using character builder to create a cascading animation rig. My client wants a 'panels unfolding animation' that is customisable and tweakable. I've used character builder to create a system where a user can place panels adjacent to each other where they see fit. As for the unfolding , I would like this to cascade across the panels. currently all animations starts and ends at the same time (as each component has animation starting at 0 on timeline and ending at frame 20)


    Is there anyway that  I can use character builder to offset the animation of each component (say by 10 frames each time the component is added) so they don't all shoot off at the same time?


    Thanks for your help!

  14. I'm thinking of taking advantage of the half price NAB sale and buying cycles 4D, I already have Redshift and feel it suits me for 99% of my needs.


    I will primarily be using cycles to Render out Xparticles only as being able to render out Xparticles effectively without creating geometry would be cool.


    Can anyone let me know if they feel it's worth buying. I would most likely render out all other scene elements with redshift and Xparticles with Cycles - is that feasible? 


    Thanks guys!

  15. Just finished the Fields training and will now tackle the nodes tutorials. Your style and pace is excellent as always. I was a Vertex Pusher 'student' so @HSrdelic, you've taught me close to everything I know about C4D.


    I have realised now that from all the new additions in r20, I will probably use the open VDB Volumes the most. No urgency on this but do you have any indication as to when the tutorials for open VDB volumes will be released?



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