CORE 4D Image to Map node plugin
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273
Scene Nodes | Capsules file pit
@Hrvoje Thanks for your response! We have polygon based window elements like in the screenshot below. For now we have selection tags for differnet parts to modify the size of it. It also contains a separate object for the handle and window sill. (even more stuff with more complex windows) While I know that I can modify the object with nodes applied to the window object itself (manipulating points with selection tags and / or knowing the point ID of the ones i need). But for my best case scenario I would have only a geometry scene node object that contains the window object inside. That would be one single object with a node setup that allows me to manipulate some things. Kind of our own little asset without that nodes attached as a child. I believe that is not possible, right? The next guess was that I need to re-create the window with splines and sweeps / extrudes inside the geometry scene node and that way have only the scene node as my window asset. Hope this is a little bit more clear now Sorry! -
273
Scene Nodes | Capsules file pit
@DALII If you have an asset in object manager, you can modify it with geometry modifier, import into graph as a node or import it as an object into nodes mesh/spline as a child or link. What can be modifed is matrix, geometry and geometry properties, but you can't change the parameters of the object sitting in object manager. They have to be built inside the nodes. Can you post an example of what you are after, just to make sure that we are talking about same issue? -
273
Scene Nodes | Capsules file pit
one thing that i'm not quite sure where to search for an answer would be the possibility to modify an existing asset via scene nodes, but make the scene node itself containing that mesh information. that isn't possible, right? we have models of windows as polygons and a modification on the size (or other values) does work with a scene node attached to the polygon object itself. but it would be really nice to have only one object that contains all that information and is somewhat controllable with parameters. i guess it would be possible if we create the whole model with splines inside the nodes first? with the new point nodes it looks like we could create some profiles for sweeps and extrudes direclty inside the scene node. -
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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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