i see c4d 9 supports isolines (sweet), is it possible to have one object display the isolines such as a human figure and another object such as a car have the standard c4d 8 cage (both objects in Hyoernurbs)
I agree, Isoline Editing is a splendid idea. It will be a huge help to me for modeling.
How about Soft Selection while sculpting, a-la Mesh Surgery? Watching the videos on the Maxon site I couldn’t determine if the new tools covered all the bases that MS did. Also, with regards to rendering, I could never get AR to produce both depth of field and glow effects in the same render. Is that possible now? Or have I been doing something wrong all this time.
Regardless, there is enough in R9 to sell me on it. Can’t wait.
AFAIK its not the same, but R9 has soft-selections via vertex maps (if you want to paint the fall-off), spline controls or some built-in falloffs. It also has options for how to apply the fall-off, it can apply it from the selection center, from the center point of groups of selected elements or from every selected element (afaik, Mesh Surgery works like the center of groups mode). It also has an option to use the fall-off via the direct 3d distance (how I believe most other systems work) or via the mesh surface itself (which can make life much easier, magnet and brush also have this option). There is also a “Rubber” option which is fairly unique, its also rather hard to describe
LOL, I just stumbled on that myself! I figured I’d download the 8.5 demo to get a bit more familiar with the UI again (tried it once before) so that I’d be better prepared for 9 and look what I found! =D
just a note on this, ms has falloff from every selected element, as well as falloff from center of cursor, falloff from object, falloff from any point in space over any distance, falloff from center of selection, multidirectional control of falloff and multishaped falloff (spherical, linear, planar, tubular, horizontal screen, vertical screen, etc etc, vertexmap falloff, and 3d distance falloff, noise falloff. the soft selection in r9 is not on the same level though it does have surface based which traverses the surface rather than going through 3d space. if you’re comparing the mesh brush to the r9 copy of it, mesh brush is not locked to verteces (except in vertexfalloff), has scripting, visual surface feedback etc etc.
That’s quite a big deal isn’t it? I’ve tried using the soft selections in the R9 demo, you have to kind of guess from the numbers how far the range stretches in each direction, switch to scale, give it a tweak, find you have your settings wrong, so back to select, tweak the radius, back to scale, try it again, it all seems too clumsy to use in my opinion.
As an aside though, does MS have a future in R9 at all? The demo ignores it, and anyway the Active Tool palette has gone so it’s got nothing to work on… hope not, cos I’ll miss it and I know I’m not alone.
Select the points you want to fix and choose Set Fix Points in the Cloth Tag. If you want to Belt them d&d the object you want to belt them to in the appropriate link field and use Set Belt Points.
yes, that’s not all, superflange, fuzzy smoothing, loop skipping, fast axis placement, try partial loops in r9 (and loops in general around tri clusters) among other things and of course workflow in general. i’m currently working on porting it so that it can take advantage of some of the changes in r9, especially stuff like snapping and ngons (no more holes when cutting), there will be a very small nominal fee for serial upgrade as a result.