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Work on the exporter plugin for Cinema 4D has started.
cheers
Tyler
[attachment=0]Att.png[/attachment]
Work on the exporter plugin for Cinema 4D has started.
cheers
Tyler
Excellent! I look forward to trying it out!
I will let you know when its in a working state, Conrad
Cheers
Tyler
I think we have 2 or 3 people who joined the forum recently for this reason. Maybe they will chime in and egg you on…
Cb
Its 2 people, one of em wrote this plugin to the current state, the other one will probably chime in indeed, both were “introduced” by me
Keep in mind, Cinema4D is rarely used in this sophisticated field…
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Huge steps in the development…
Looks AWESOME!
Hey Tyler, this looks fantastc! I just joined the beta program and was about to come up with a C4D Krakatoa exporter of my own, but it looks like you’ve pretty much got it all figured out already.
Hope I can test it out some day.
Johannes
Hi Johannes,
I dare you to write your own version - I prototyped two and a half Krakatoa SR Python exporters (Max, Maya, some basic Houdini) and helped develop the current Krakatoa MY and I can tell you it was a lot of fun each time The reason we let you on the Beta so late in the process is that we want more people to push the Cinema4D side of things.
So if you have the passion and the knowledge of C4D, go for it!
Hi Bobo,
it’s good to hear that you take an active interest in pushing things forward for Cinema 4D. My neat little 3D package of choice gets frequently forgotten when it comes to VFX centric applications.
Judging from the screenshots, the exporter that Tyler has been writing looks very promising already. Not sure I can catch up on that head start.
Still, I’ll see what I can do and maybe I manage to come up with something worthwhile.
Johannes
Thinkbox comes from a heavy 3ds Max background, the “redheaded stepchild” of the VFX industry. Even ILM uses it, and nobody hears about it because its father wants it to become an architect
So I know how you feel…
This is not a competition, your goal should be to 1) learn more about how Krakatoa SR can be controlled, 2) find problems others have not found and 3) have fun in the process!
This is a Beta after all, so we hope people will learn something, find and report bugs, and enjoy the experience…
Yeah, I wasn’t completely serious about that last part.
The learning, problem finding, and fun having part can be done though. I’m learning a lot already.
Problem for the current stall of the dev is that Maxon didnt actively care for this, as well as Cinema 4D is simply too limited working with reasonable amounts of particles (talking of dozens of millions…)
I might be looking into a second start, working based on the API this time. Still Cinema 4D is the main bottleneck here, so I wouldnt bother too much.
Have you attempted to use the Particle Multiplication feature (we started calling it “Repopulation” recently)?
It could produce significant amounts of additional particles at render time.
of course, that was the main feature I tested in the other thread (viewtopic.php?f=115&t=7094) and works beautifully.
Nevertheless, not being able to work with decent amounts of particles inside Cinema 4D to begin with is the problem here. Krakatoa is nicely capable of working with huge amounts…
But with partitioning, you only have to have C4D work with a few million at a time. You don’t have to load the resulting 100M particles into C4D again as particles, just pass the PRT’s to SR.
I know that, but imagine I want to render RealFlow or Naiad generated particles inside Cinema 4D, its simply not working as based on Thinking Particles, the maximum limit is 10 million;) Partitioning isnt implemented in this way for the plugin right now anyways…
Same thing though… You supply 1M particles to C4D for viewport proxy, and send 100M to Krakatoa directly for render. Are you using the python or C++ version?
Technically this could be done, but for people who dont have the means to generate as many particles, Cinema 4D is not helping as well…
Til now the plugin is based on python. A rewrite/extension based on the API is possible but doesnt have priority right now…
Its not Krakatoas fault, just Maxon has been a real let-down recently…
You are right, Maxon has really been slacking off in the particle department. Neither do we have proper non-geometry based particle rendering (Hair just being a flawed workaround) nor do we have subframe sampling. And of course there is the hard limit on particle count and sluggish transformation of particles when dealing with large quantities of particles.
It’s really too bad, because I think they have a bunch of extremely talented programmers in the team and when you look at the MoGraph module, you can see, what they are capable of, if they put their mind to it. I have a good feeling though, that the R15 will bring us the long awaited particle system we’ve all been dreaming of. Just a hunch.
In any case, before I disgress to much from the real subject here, isn’t there some way to turn the particles of the liquid simulations into partitions? Of course this would mean an intermediate step, taking more time and space on the harddisk, but for now it could do the trick as a temporary workaround.
Would like to look into it, but im currently in India and pretty much happy to have Internet at all.