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View Full Version : My wish list for Cinema 8.1 or 8.2 !!!


RichMan
05-19-2003, 03:22 PM
Hi All

This is My wish list for Cinema 8.1 or 8.2 !!!

1- placing button : that's mean we can use this tag to place the selected object over the nearest object under or above it
.. for example , we create a cube and create a floor then we select the cube and press the placing down to place it over the floor,
or we drag the cube under the floor then press the placing up to make the cube jump! up and attached to the the floor ( its now ceiling :) )
and so on ... I think this tag well be usefull in complex shapes without making any measurment ! .

2- View saving button : that's mean we can save any view we liked to get back for it later without useing the - undo view - .
this view saving tag will be something like spheres or any button shape and when we press one of thes buttons its save the view
temporary . If we like to save another viwe we can press the second button to save it or overwrite the last view saving.

3- Freehand KniFe tool ! : in this tool we can cut the polygons at any shape and it could be signed for THE Only selected Elements
or not.

sorry for the bad english !!!

Not my 1st !!

thanks

JoelOtron
05-19-2003, 04:04 PM
8.1 has been out for a few months now.

Have you seen this tool?:


http://www.the3ddesigner.de/download/plugin/deepcutter/deepcutter_en.html

AdamT
05-19-2003, 06:44 PM
Originally posted by RichMan
Hi All

2- View saving button : that's mean we can save any view we liked to get back for it later without useing the - undo view - .
this view saving tag will be something like spheres or any button shape and when we press one of thes buttons its save the view
temporary . If we like to save another viwe we can press the second button to save it or overwrite the last view saving.


I guess this would be more convenient, but why not just add a camera for each view you want to save?

MJV
05-19-2003, 10:05 PM
Originally posted by AdamT
I guess this would be more convenient, but why not just add a camera for each view you want to save?

Have you ever worked in an app that had saved views? It's a wonderful feature that I sorely miss.

JoelOtron
05-19-2003, 10:14 PM
One thing I'd like is multiple picture viewer windows, rather than only being allowed one. Sometimes I might do several test renders and its harder to compare them unless you save each file and open them up separately in photoshop.

Also, I usually have my reference image(s) sitting in my picture viewer which I have docked into my GUI on my 2nd monitor. I often have more than one image which I like to toggle between, so I have to manually drag the images from the desktop into the picture viewer each time I switch scenes.

Perhaps thats something the browser manager can handle (havent used that feature much)

MJV
05-20-2003, 12:17 AM
Originally posted by JoelD
One thing I'd like is multiple picture viewer windows, rather than only being allowed one. Sometimes I might do several test renders and its harder to compare them unless you save each file and open them up separately in photoshop.

Also, I usually have my reference image(s) sitting in my picture viewer which I have docked into my GUI on my 2nd monitor. I often have more than one image which I like to toggle between, so I have to manually drag the images from the desktop into the picture viewer each time I switch scenes.

Perhaps thats something the browser manager can handle (havent used that feature much)

Yes, I want this very much, as well as the saved views suggestion. I've asked for both of these. Send Maxon a suggestion via their website, because I don't think Maxon pays any attention whatsoever to things people wish for unless they are asked for directly. Most people don't ever bother making suggestions to Maxon directly via the website, too much trouble, etc., so those few suggestions that come in take on added weight.

kiwi
05-20-2003, 12:44 AM
I like the saved views idea :thumbsup: .I just do the same thing as Adam and make a new camera.Then if I have to do some modelling close in etc,I copy it change the name a letter or two and zoom way in fix what I want to,revert to my old one and chuck the newer one.What would be really cool would be snapshots like Photoshop,but I am guessing that would be far to hard to implement for 3D.



I would like a color balance shader for SLA {like PS one},with a lightness slider.That way you can adjust your high lights and mide tones,shadows etc and adjust the diffusion in one channel as opposed to needing several fusions to do it for you.



Stu.

RichMan
05-20-2003, 05:05 AM
Hi All


Look at Bryce ... its has the first 2 suggestions and they was very helpfull

http://richmanc4d.jeeran.com/Bryce.jpg

http://richmanc4d.jeeran.com/Bryce.jpg


thanks JoelD for the Link

JoelOtron
05-20-2003, 05:15 AM
I see what you mean.

But really--Adam's suggestion is pretty much he same thing--only with an extra mouseclick or 2.

In the editor camera, zoom around till you find the view you wish--then add a camera. The ca shows up in the camera menu on your editor window under 'scene cameras"
Go back to the editor cam and pan to another part of your scene--and repeat. You can have as many cameras as you want, and you can toggle between them from the menu.

Perhaps it wouldnt be hard for someone like Paul E. to translate the scene camera data into a little inteface that you could drag into your GUI--sot of like Light Pro or tag manager. So then you could just click on the camera button of you choice. Like a camera manager plugin? I'll ask (er, bug) him...

AdamT
05-20-2003, 05:53 AM
Perhaps it wouldnt be hard for someone like Paul E. to translate the scene camera data into a little inteface that you could drag into your GUI--sot of like Light Pro or tag manager.
Good idea! You'd just have to have a little thumbnail for each camera view. And if the plugin also added the cameras to a group and set editor visibility to "none", you'd be golden.

JoelOtron
05-20-2003, 05:55 AM
Yup---what! cidertanks up???!!!!!!

gotta run...
(wifes asleep and I got the credit card...mwhahahaha)

nhytro
05-20-2003, 06:17 AM
Ngons
Freehand knife tool
Basic mesh unwrap tool

Apart from these, I think C4d is perfect :)

STRAT
05-20-2003, 08:17 AM
i'm desparate for a 'render backwards' option and an infinate number of material paths (10 is just nuts!)

oh yeah, yet faster stoch mode rendering too :)

Srek
05-20-2003, 08:38 AM
Originally posted by STRAT
i'm desparate for a 'render backwards' option and an infinate number of material paths (10 is just nuts!)

oh yeah, yet faster stoch mode rendering too :)

Hi,
an indefinite number of texture paths would allow for making your computer infinite slow. Remember that all the provided paths will be scanned for a texture.
Regards
Srek

LucentDreams
05-20-2003, 08:40 AM
Originally posted by STRAT
i'm desparate for a 'render backwards' option and an infinate number of material paths (10 is just nuts!)

oh yeah, yet faster stoch mode rendering too :)

What 8.1's speed enhancement for stochastic wasn't enough for you?

STRAT
05-20-2003, 08:43 AM
it was faster, but stoch mode speed is still pretty un-usable for tight dead-line work.

michaeli
05-20-2003, 11:47 AM
Ngon & rendertree.
Faster stoch mode rendering too, is that possible? :)

mwa
05-20-2003, 12:36 PM
XSI has one little but very smart function and that is a short commando for dublicate an edges or polygons(ctrl+d if i remember right). This works just a extrude with no movment.
What makes this so excellent is the workflow it gives especially when polymodeling in edge mode, since you never have to leave the move tool: just move around the edges and directly click out new ones when needed and put them to place without having to go avay and pick a axtrude tool- extude-and then go back to movetool to continue.

Hope you understod my explanation(had hard time trying to expain), cause this is just a little thing but it makes life so so much easier!

Maybe XL8 has it already I don't have gottten mine yet but I asked around and it don't seems so, but if so please tell me how it works in cinema.

Magnus

c4d-WaRRioR
05-20-2003, 01:39 PM
hi:p

i havenīt read all the comments but i have one wish for 8.2:bounce: (yesyes, my english is crappy:scream: )

i want to render more than 1 pic trough the night :rolleyes: :rolleyes: and do some testrenders for other poeple, and and and :airguitar


byebye

Omnibus_I
05-20-2003, 02:28 PM
linux net render
more decent cloth system using dynamics

lllab
05-20-2003, 03:00 PM
my list:

better dynamics,
ngons
shader tree
no freezes when textures are missing
better dynamics(faster)
better bool final
and yeah did i say better dynamics? (easier and faster)

my
3 cents

cheers
lllab
stefan

derwolpertinger
05-20-2003, 04:02 PM
definetly NGONS! :D
...plus shadertrees and cloth dynamics.

btw. when is BP going to be updated?

JoelOtron
05-21-2003, 05:25 AM
Originally posted by lllab
my list:

no freezes when textures are missing



In your render settings, under the options tab, you can uncheck the box for cancelling renders when textures are missing---but then you'd have a project renderred without the right textures.

MJV
05-21-2003, 05:31 AM
Originally posted by derwolpertinger
definetly NGONS! :D
...plus shadertrees and cloth dynamics.

btw. when is BP going to be updated?

Just curious, what kind of an update for BP are you looking for, what features do you want?

JoelOtron
05-21-2003, 05:35 AM
Hey--how about this:

A favorites list of preset material channels that shows up in your material attributes manager.

Say you are in the luminance channel and you want to add that perfect SLA fresnel setting AGAIN for the 900th time. Click the triangle and then among the bhodinut channels, shaders, etc, is a favorite channels menu where you can save your settings for future work. I guess you can save a material--but sometimes you just want a channel setting and dont need the other elements.


Also, if we dont get the shader tree--at LEAST maybe get a "mirror channel in bump/displacement" feature. So as you are working on a color channel, the same shader is automatically loaded into your bump and already set to grayscale. Maybe you'd have the coice to allocate the texture to other channels as well.

And of course the bump channel (etc) would automatically update if you decided to change the scale or interpolation of the SLA noise color channel.

Those features would be enough for me--a shadr tree might get a little too complex for me.

JoelOtron
05-21-2003, 05:48 AM
I've never worked with n-gons, and like they always say, you dont miss what you never had.

I know very little abiout this topic, but my take from the discussions in these forums is this: isnt the use of n-gons kinda "faking it"?

Ive read that ngons just hide the tri/quad data--much like the new edge melt feature in R8. How big a difference would they actually make? How would the mesh react in a HN object? the c4d system of subdivision is (usually) dependent on a HN object. I would think Max and Lightwave for instance (assuming LW has ngons) would be set up to deal with subdividing n-gons. Would ngons in C4d mean a complete reworking of the app in terms of how subdivisions are generated?

Also, dont you guys feel like your a bit ahead of the Max guys in terms of modelling since you've learned to master the art even with cinemas tri-quad limitation? I think it makes us better and forces us to think more.

If I'm wrong here--please enlighten me--as I said, I dont know much about n-gons.

Thanks!

MJV
05-21-2003, 06:15 AM
Originally posted by JoelD
Hey--how about this:

A favorites list of preset material channels that shows up in your material attributes manager.

Say you are in the luminance channel and you want to add that perfect SLA fresnel setting AGAIN for the 900th time. Click the triangle and then among the bhodinut channels, shaders, etc, is a favorite channels menu where you can save your settings for future work. I guess you can save a material--but sometimes you just want a channel setting and dont need the other elements.

That is a GREAT idea! :thumbsup:

dAfTiE
05-21-2003, 06:45 AM
Well,about the ngons,I think the major difference is how you clean up.
Say after knifing some faces in C4D,you TOTALLY bork the mesh,
unless the cut goes all the way around the model.
Then there's a ton of cleanup to be done.
Samir's new knife plugin looks superb btw :)
In say,Wings3D,it's left as whatever the cut leaves it as,
and THEN I can press f5 to select all >=5 sided polys and clean them up.
Generally much faster cleaning up a couple of ngons than say,10 tris.
It's all just a matter of workflow tho...
Guess I've gotten lazy since starting to use Wings :beer:

Oh,and the fav presets thing sounds great!
Would definately go for something like that.

sulian
05-21-2003, 06:47 AM
Cloth dynamics,
better edge extrude.


Sulian

JoelOtron
05-21-2003, 06:51 AM
Paul everet's new plugin "dynamic projection" lets you use a "project spline function" (like the one already available) but the spline updates as the surface its projected on moves.

I'm thinking maybe using the splines in a sweep nurbs to form geometry (like pants or a dress) with the spliens projected on a boned figure.

In theory you'd have a sort of cloth dynamics--anyone owning the plug wany to try that out?

AdamT
05-21-2003, 06:55 AM
Originally posted by JoelD
Paul everet's new plugin "dynamic projection" lets you use a "project spline function" (like the one already available) but the spline updates as the surface its projected on moves.

I'm thinking maybe using the splines in a sweep nurbs to form geometry (like pants or a dress) with the spliens projected on a boned figure.

In theory you'd have a sort of cloth dynamics--anyone owning the plug wany to try that out?

http://www.cgtalk.com/showthread.php?s=&threadid=63398

:rolleyes:

JoelOtron
05-21-2003, 07:01 AM
I know Adam--I posted there.

what id like to know is if my theory would work on a clothed figure in application. If it does, that would at leats solve the "clothing overlapping the model" problem with clothed figures.--or maybe its not really such a big thing at all.

I also tend to babble when I havent slept much :)

AdamT
05-21-2003, 07:03 AM
Originally posted by JoelD
I know Adam--I posted there.

<snip>

I also tend to babble when I havent slept much :)

Same here. :)

I posted a texture question above but I just know that when I wake up in the morning the answer will be sooo obvious.

lllab
05-21-2003, 08:46 AM
joelD:

real ngons DO NOT just hide the triangles or quads! look at professional modellers they have real ngons
(5 to 1000 sided without problems).

the advantage is you can round and blend them etc. even they have been booled or transformed several times, you get very clean meshes. they remain very edtitable through all the process.

formz (or rhino) are good examples for excellent ngon support.

it is hard to explain, but once you worked with an ngon-app you really miss it in apps that dont have ngon support. this is one thin really disturbing me in cinema modelling

so ngon support for cinema, please!!!

lllab

JoelOtron
05-21-2003, 01:47 PM
Thanks for the info lllab--makes things clearer now.

I used to work in formz a while back (b4 I really knew what I was doing) but the models I worked with were never too complex, so I never noticed how the ngon thing was a benefit.

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