Thanks a lot. On a site node (pun intended): Do you have any plans to do something akin to Blender's Node-vember? I'd love to see a C4d Version of it! I was also wondering if you guys have any plans to make Fields work with Nodes? It'd be an absolute gamechanger, especially when considering the insane tools people are building with geo-nodes and how much more they could be improved upon when paired with a flexible and simple system like C4Ds fields...
Did anyone notice the complexity of the procedural version, starting at 2:07 of the video, in terms of all of those child capsule nodes present under the Knob_procedural object? I am wondering if it wouldn't have been far better to add the same procedural functionality, but with a more meaningful nested hierarchy, rather than just a single level of (very hard to follow and comprehend) geometry modifier and selection capsules, all bunched together with their default names in a single child level under the Knob_procedural object. A nested hierarchy would have allowed for the labeling of capsule groups with their high level functions, enhancing both readability and comprehension of "what is doing what and in what order" to the parent geometry. This would present to us, the viewers, the "big picture" and would go a long way in helping us understand why each capsule was utilized to perform a specific function. This could have been improved further, by properly labeling the capsules individually with their particular roles, rather than allowing them to retain the default names given to them by Cinema 4D, like: 'Store Selection.1' and "Invert Selection.1', as shown in this video.
Probably in R27? Or they forget totally about it and put all the effort in Dynamics. Why is maxon not doing a tutorial about this part? SceneNodes should be the big thing, but maxon almost hiding it from us.
@@simontrickfilmer I think the functionality is already in Cinema 4D, it is these explanatory demos and other teaching material on this channel that need to be further refined and reevaluated from our perspective, as the viewers, rather than presented from the view of the presenters. A good presenter or teacher, when making a presentation or lesson, always asks themselves throughout the effort: How will my viewers/students interpret this? Is this self explanatory from other peoples' perspective, or does it need elucidation? Does it add value or am I just showing off (not in reference to this particular video)?
I would love to see a breakdown of the selection nodes in the procedural tree as well. I've been trying to reproduce the model, but I can't quite get the selections of the polygons below the cap correct. How is this done in the model in the video?
Do note that the OFFSET function of POKE POLYGONS will only yield the desired knurled effect if you know what value to enter in that Offset field. You do not tell us where you derived your offset amount of 0.02 It obviously is some judicious fraction of the overall size of your cylinder, but you neglected to explain that here. If the value is too small (as 0.02 was for my mesh cylinder) you will not get any effect at all. That is a shortcoming, I feel, of this video tutorial. A classic instance in which knowing something-- and teaching it well-- are two different things.
anyone knows how to get the old blueish grey default viewport material (or matcap how its called in other software ) than the more white one. I think it was changed way back with r21. I feel that is way better for modeling. Here is a video if you dont know what Im talking about ua-cam.com/video/cegURbxfbug/v-deo.html
@@veronica2210 Thats the current and in the same time the very old color lol. Im refereing to the color that vwas prior to r21. You had a drop down menu with a gray or Blueish-gray for object color in the project settings.I think it was rgb 89 97 105 I color picked some old screenshots with Project settings
more scene/geo node tuts please!
would love to unpack project files as a bonus. havent been this excited about a new feature since volume builder.
You can find a link to the procedural knob project file in the video description. 😉
@@jonaspilz3D Thank you!
Oooo that is very handy! Thanks Jonas!
Fab - thanks for sharing!
Thank you so much for this video!!! :)
when you showed the procedural aspects of the knob at the end... is there a video that shows how to create procedural models?
Is there a way to have access to the project file again?
Thanks a lot. On a site node (pun intended): Do you have any plans to do something akin to Blender's Node-vember? I'd love to see a C4d Version of it! I was also wondering if you guys have any plans to make Fields work with Nodes? It'd be an absolute gamechanger, especially when considering the insane tools people are building with geo-nodes and how much more they could be improved upon when paired with a flexible and simple system like C4Ds fields...
I can't find poke polygons in C4D R25
LOL. this is where i just use texture to save time!
Quick Question: but u still have triangles isn't that bad for your model??!
It would be very useful that the UA-cam subtitles for this videos would be in Spanish too. Thanks.
Couldn't find this in R25?
Did anyone notice the complexity of the procedural version, starting at 2:07 of the video, in terms of all of those child capsule nodes present under the Knob_procedural object? I am wondering if it wouldn't have been far better to add the same procedural functionality, but with a more meaningful nested hierarchy, rather than just a single level of (very hard to follow and comprehend) geometry modifier and selection capsules, all bunched together with their default names in a single child level under the Knob_procedural object. A nested hierarchy would have allowed for the labeling of capsule groups with their high level functions, enhancing both readability and comprehension of "what is doing what and in what order" to the parent geometry. This would present to us, the viewers, the "big picture" and would go a long way in helping us understand why each capsule was utilized to perform a specific function. This could have been improved further, by properly labeling the capsules individually with their particular roles, rather than allowing them to retain the default names given to them by Cinema 4D, like: 'Store Selection.1' and "Invert Selection.1', as shown in this video.
Probably in R27? Or they forget totally about it and put all the effort in Dynamics. Why is maxon not doing a tutorial about this part? SceneNodes should be the big thing, but maxon almost hiding it from us.
@@simontrickfilmer I think the functionality is already in Cinema 4D, it is these explanatory demos and other teaching material on this channel that need to be further refined and reevaluated from our perspective, as the viewers, rather than presented from the view of the presenters. A good presenter or teacher, when making a presentation or lesson, always asks themselves throughout the effort: How will my viewers/students interpret this? Is this self explanatory from other peoples' perspective, or does it need elucidation? Does it add value or am I just showing off (not in reference to this particular video)?
I would love to see a breakdown of the selection nodes in the procedural tree as well. I've been trying to reproduce the model, but I can't quite get the selections of the polygons below the cap correct. How is this done in the model in the video?
You can find a link to the procedural knob project file in the video description. 😉
There is no poke polygon in new version. Only inset that does not work
It looked like it just triangulated the mesh, but I can't tell.
Do note that the OFFSET function of POKE POLYGONS will only yield the desired knurled effect if you know what value to enter in that Offset field. You do not tell us where you derived your offset amount of 0.02 It obviously is some judicious fraction of the overall size of your cylinder, but you neglected to explain that here. If the value is too small (as 0.02 was for my mesh cylinder) you will not get any effect at all. That is a shortcoming, I feel, of this video tutorial. A classic instance in which knowing something-- and teaching it well-- are two different things.
anyone knows how to get the old blueish grey default viewport material (or matcap how its called in other software ) than the more white one. I think it was changed way back with r21. I feel that is way better for modeling. Here is a video if you dont know what Im talking about ua-cam.com/video/cegURbxfbug/v-deo.html
I'm not sure but I think that it's like this. COLOR: model Lambertian RGB:204/204/204; REFLECTANCE: Specular-Blin(legacy), additive. 50/0/0/20/100
@@veronica2210 Thats the current and in the same time the very old color lol. Im refereing to the color that vwas prior to r21. You had a drop down menu with a gray or Blueish-gray for object color in the project settings.I think it was rgb 89 97 105 I color picked some old screenshots with Project settings