CORE 4D Image to Map node plugin
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Animate revolution solid. Light Cone
Hello everyone, I would like to animate a light cone (from relativity theory). This is nothing more than a cone of revolution. I want the animation to start with two lines inclined at 45 degrees, then rotate these lines around the vertical axis, and as they rotate, they should produce a translucent cone. Something like what's shown in the link below. Could you help me with the best strategy for this animation? Thank you very much, Eudes. https://sketchfab.com/3d-models/light-cone-space-time-model-ee42d146c1e94f3b8804a1230c4dfe10 -
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Maxon's partnership with Adobe... what about substance procedurals???
With Maxon's relationship with Adobe bringing Substance materials to C4D with exposed parameters, what about a way to bring over their procedural texture nodes to C4D as well? Maybe build out a "Substance Noise" node to go along with the Maxon Noise node. added extra since it errored out while posting. building out a material with various procedural textures, while relying less on textures would be pretty nifty. I know we can do it now but adding a variety of newer procedurals would be nice. -
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Scene Nodes | Capsules file pit
Sample the mesh color with mesh interpolate node from closest point on surface (there is an ode for that) and assign to your object -
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Lights or material problem ?
Hello, thank you very much for your explanations, I have modified the axis of the light, to avoid too sudden reflections that transforms the black metal in aluminum metal. Nevertheless, after changing the axis, the slightest light from wherever it comes turns black into aluminum. Maybe it comes from the reflectance of the material: it must have a property on the material to modify, I think, I’m not sure, thank you for helping me! rslight.c4d -
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How to create membrane fusion effect
One possibility is to have a Remesh normalize the topology of the Volume Builder... It will definitely reduce jittering but it won't remove it completely. The other possibility is using some kind of hybrid-dynamics like clones attracted on the surface of two spheres but use Push Apart Effector instead of collisions to make room for the incoming clones... Maybe this will work faster/better using particles as matrix-points and some Follow Position under the RigidBody Tag... There is also the "Fake Dynamics" possibility... You don't see Clones, you see a shader with SubPolygon Displacement... If this is Blender's UI, it has a very powerful Vector Displacement workflow. I also smell something simpler hidden under some kind of modifier/morph or rigged animation... The way the two spheres weld doesn't look like the typical SDF effect. It's like the two underlying meshes were post-spheriphied and the mesh at the touch point just unwraps... The connection border is still visible after the merge. The two spheres retain their unique topological polygon density indicating the absence of a parent generator for the whole system.
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