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  09 September 2012
I'm not sure if I'm getting this the wrong way round. but the Sampling/m View and the Sampling/m Render seem, to me, to be the wrong way round. I'd assumed that the Sampling/m View being lower would give better feedback in the viewport but lowering the Sampling/m Render lowers the the resolution of the object in the view port. Maybe I've got this all wrong but the Sampling/m View doesn't seem to do anything.

Edit

Actually forget that I closed it down and started a new scene and it's working as expected. Weird.
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Last edited by jimzepellin : 09 September 2012 at 06:27 PM.
 
  09 September 2012
Normal Direction

Not to complain...but noticing that once the object is made editable, about half of the normals are reverse-oriented, making it difficult to effectively run "align normals".

At least in the test i just ran....
 
  09 September 2012
Sorry my mistake, the 3D gradient shader is not delivered with this released ! as betatester, I've got it so I thought it was, but not for now.
It's a great feature for the procedurale3D but for some other uses too. Cesar tell me that the 3D gradient shader will come soon.

For the compatibility, Cesar confirm : C4D 13.029+ is necessary.

And there is no limit for the sampling ( in fact, yes.. the power of the computer ), just put a higher "sampling max". The value 240 is here just to place a limit if the user write a high value by mistake. You can try with a quick test : put 600 in sampling/m ( view ) and 3000000 in sampling max... and wait a little.
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  09 September 2012
Merci Aurety pour en informer cette communauté !

Le module est encore en version bêta, donc n'hésitez pas sur les suggestions.

Originally Posted by mazab: Are you planning to develope this further? Maybe not as a free plugin anymore but I think there would be quite some people out there who'd be willing to put out a few bucks for it In that case I'd like to extend my wishlist to caching mode to speed up the editor. And maybe the option to open up the mesher to more input ways. It could for example take it's voxel data from particles as well and work as a metaball system with better topology. Or you could create a xpresso node which lets you set the values for voxel cells. So many ideas....

Ce sont de bonnes idées, oui, le générateur créant un nuage de point avant de le transformer en objet 3d, il serait à priori possible de les mélanger avec un lot de particules, voire même d'utiliser un objet de référence plutôt que de générer un cube.

Originally Posted by mazab: P.P.S. another thing (I hope you don't mind posting my stuff here) - when your Sampling exceeds the Maximum Sampling it just renders nothing. It would be better if it just used the max sampling number if the users specified sampling value is too high. This way you would at least see something in your rendering and not get a black frame.

Noté.

Originally Posted by TBA3D: Hope you make it possible to getting out of the Quad-Form to other Forms also.
Possible, mais pas facile à faire. Cela viendra sûrement !

Originally Posted by neosushi: Where do we find that new 3D Gradient Shader ? Can't find it anywhere. Thanks for posting the Plugin here Aurety
Originally Posted by NWoolridge: I don't see this 3D gradient either...
Non, en effet, Aurety a une version speciale, le Dégradé 3D devrait être dispo gratuitement demain !

Originally Posted by Jim-H: Gave the plugin a test run, but can't seem to create anything that resembles the objects on the site. Any demo videos on how this works or a screenshot showing some of the parameters that are used.
Pas de soucis, je ferai un tutoriel lorsque la version stable sortira. Il est possible que l'interface subisse encore des changements.

Originally Posted by [UP]: And I get an 'import' error in the Python Console (line 5 / no module named render)
Désolé, R13.029 minimum requis.

Originally Posted by jimzepellin: I've found something strange. The global Widths are 200. If I set any two axis to 2000, the other axis can only go up to 239. 240 and it disappears. I'm thinking that this is not supposed to happen.
Essaie d'augmenter le nombre d'échantillons max (1000000 par défaut). C'est une sécurité pour ne pas que l'ordi calcule indéfiniment un objet trop complexe suite à une mauvaise manipulation.

Originally Posted by ThePriest: Shows up for me in the plugin manager at my end, but can't be selected as a plugin to use.
Es-tu bien en R13.029 ?

Originally Posted by Jimzepellin: Actually forget that I closed it down and started a new scene and it's working as expected. Weird.
Bizarre. Si tu trouves comment reproduire ce problème, ça m'intéresse.

Originally Posted by JoelOtron: Not to complain...but noticing that once the object is made editable, about half of the normals are reverse-oriented, making it difficult to effectively run "align normals".
Pourrais-tu m'indiquer avec quels réglages tu as les normales inversées ? Ou m'envoyer le fichier c4d, que je voie ça, car à priori les normales sont dans le bon sens.


MERCI à tous ceux qui ont donné, ça me fait vraiment plaisir que vous appréciez ce module !
 
  09 September 2012
Nice tests ! I like the voronoi !!
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my website : http://www.lev-communication.fr
Kamigaz® Project on : Pinterest
 
  09 September 2012
Besides using the standard noises from Cinema4D, using the Grad Cell Shader and Solid Cells Shader from Mickael Welter produces great results.
And for even more varied results, the EnhanceC4D shader from http://www.biomekk.com is just amazing.

Rui Batista
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  09 September 2012
Wow this thing is super cool. Even with no shapes but a rectangle, there's a lot that can happen. Set your iterations and global scale to 0, then click up in scale. Some crazy architectural shapes coming out. I'm gonna donate, I want this guy to run with the concept!
 
  09 September 2012
Originally Posted by rui_mac: Besides using the standard noises from Cinema4D, using the Grad Cell Shader and Solid Cells Shader from Mickael Welter produces great results.
And for even more varied results, the EnhanceC4D shader from http://www.biomekk.com is just amazing.

Rui Batista



...good to know. Also uses the standard 3D gradients--and you can get some interesting effects when turbulence is switched on.

The noise shaders can be modulated with the colorizer as well---I use that sometimes to quickly control the contrast and bias of a noise shader.
 
  09 September 2012
Do you just add this directly to the standard plugins folder?
Just getting home and wanting to give it another shot, to discover it doesn't work on R13/R12 on any of my home machines.
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  09 September 2012
really

Really Nice thank's
 
  09 September 2012
Wood shader is cool to.
 
  09 September 2012
Originally Posted by ThePriest: Do you just add this directly to the standard plugins folder?
Just getting home and wanting to give it another shot, to discover it doesn't work on R13/R12 on any of my home machines.


C4D 13.029+ is necessary.
 
  09 September 2012
Little translation for Cesar...

Quote: Thanks Aurety for the head up !

This plugin is on beta phase, don't hesitate for suggestions !

Quote:
Originally Posted by mazab
Are you planning to develope this further? Maybe not as a free plugin anymore but I think there would be quite some people out there who'd be willing to put out a few bucks for it In that case I'd like to extend my wishlist to caching mode to speed up the editor. And maybe the option to open up the mesher to more input ways. It could for example take it's voxel data from particles as well and work as a metaball system with better topology. Or you could create a xpresso node which lets you set the values for voxel cells. So many ideas....


These are good ideas, yes, the generator creates a point cloud before the 3d object, it would be theoretically possible to mix with a lot of particles, or even use an object reference rather than generating a cube.

Quote:
Originally Posted by mazab
P.P.S. another thing (I hope you don't mind posting my stuff here) - when your Sampling exceeds the Maximum Sampling it just renders nothing. It would be better if it just used the max sampling number if the users specified sampling value is too high. This way you would at least see something in your rendering and not get a black frame.


Post it.

Quote:
Originally Posted by TBA3D
Hope you make it possible to getting out of the Quad-Form to other Forms also.

Possible but no so easy to do. This will surely come!

Quote:
Originally Posted by neosushi
Where do we find that new 3D Gradient Shader ? Can't find it anywhere. Thanks for posting the Plugin here Aurety

Quote:
Originally Posted by NWoolridge
I don't see this 3D gradient either...

No, indeed, a special version Aurety the Gradient 3D should be available for free today!

Quote:
Originally Posted by Jim-H
Gave the plugin a test run, but can't seem to create anything that resembles the objects on the site. Any demo videos on how this works or a screenshot showing some of the parameters that are used.

No worries, I'll make a tutorial when the stable version is released. It is possible that the interface changes.

Quote:
Originally Posted by [UP]
And I get an 'import' error in the Python Console (line 5 / no module named render)

Sorry, R13.029 minimum needed.

Quote:
Originally Posted by jimzepellin
I've found something strange. The global Widths are 200. If I set any two axis to 2000, the other axis can only go up to 239. 240 and it disappears. I'm thinking that this is not supposed to happen.

Tries to increase the number of samples max (1000000 default). This is a security for the computer. To prevent calculates an object too complex indefinitely due to improper handling.

Quote:
Originally Posted by ThePriest
Shows up for me in the plugin manager at my end, but can't be selected as a plugin to use.

Are you sure that Cinema 4D is R13.029+

Quote:
Originally Posted by Jimzepellin
Actually forget that I closed it down and started a new scene and it's working as expected. Weird.

Weird ! If you find how to reproduce this problem, I'm interested.

Quote:
Originally Posted by JoelOtron
Not to complain...but noticing that once the object is made editable, about half of the normals are reverse-oriented, making it difficult to effectively run "align normals".

Could you tell me what settings you with normals reversed? Or send me the file c4d, I see it as a priori normals in the right direction.


THANK YOU to all those who gave, it makes me really happy that you like this module!
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Frenchcinema4D Moderator http://www.frenchcinema4d.fr
my website : http://www.lev-communication.fr
Kamigaz® Project on : Pinterest

Last edited by Aurety : 09 September 2012 at 07:16 AM.
 
  09 September 2012
Originally Posted by ThePriest: Do you just add this directly to the standard plugins folder?
Just getting home and wanting to give it another shot, to discover it doesn't work on R13/R12 on any of my home machines.


Yes, and you should find in the plugin menu as usual. Be sure to have C4D 13.029+.
As reported on frenchcinema4d forum, C4D 13.016 doesn't work but after the update, all is fine.
__________________
Frenchcinema4D Moderator http://www.frenchcinema4d.fr
my website : http://www.lev-communication.fr
Kamigaz® Project on : Pinterest
 
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