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Showing content with the highest reputation on 05/13/2022 in all areas

  1. The issue with losing connections on type changes is annoying, true. It will be improved, but I can't give any promise about the "when". Here's a more general solution to the snowflake curve, basically a very simple L-system implementation with scene nodes which I made a while ago. Today I added a spline output. I found a bug in the spline conversion which sometimes happens if there are more than 1024 points. For larger counts you have to disable the spline output by removing the connection to scene root. With initial string F--F--F and replace string F+F--F+F one gets the snowflake curve. Also the angle for +- has to be changed to 60 degrees. You can try and modify other L systems from here (pages 8ff and 25): http://algorithmicbotany.org/papers/abop/abop.pdf The scene nodes setup supports commands F to create a cylinder, f to just move, +- for Z rotation, &^ for X rotation and /\ for Y rotation, and finally [ ] to enclose branches. You can easily add further rotation or move commands. lsystem.c4d
    4 points
  2. It does not need to be Store Selection, necessarily. That's only needed, if you have a use case for the stored selection further down the line. Otherwise the Selection node does the trick as well. In my mind, it's like initializing the default or active selection. I'm aware, the point here was to demonstrate the named selections. Yet, I'd like to mention, in such case it is not needed. I guess, it's always good to know options: I already posted a feature request, that we get a dropdown button to set the predefined selection names (default, all, odd, even,...). And, because I stumble across it, it is terribly easy to forget the quotation marks, when referencing named selections. I really hope, Maxon will find a better way. Maybe simply fall back and try if there's a named selection, if the entered string is not a predefined selection name. Or maybe the other way round, have the predefined names start with a $ or something, so that the custom named selections can be referenced directly. But in the end, that's probably only my personal preference and problem.
    2 points
  3. ... or right click the Selection String parameter in Attribute Manager and choose "Help"
    1 point
  4. @HappyPolygonIt sounds more official than it is. Normally a segment gets divided into equal thirds (thus 3 is default), with the middle third being the "new nose". The "Koch Divider" (name is copyright by me, it has absolutely no scientific background) simply changes this divide. It does not divide into more segments. But it changes the length of the new segments. So, if you set it to four, the line will be divided into one segment of quarter length and as my algo simply reuses this length then a nose segment of quarter length and then the rest. So position and size of the "nose" is influenced by this stupid parameter. It was just a result of me playing around and I thought, changing this value also produced some fun variants. It doesn't even behave "correctly" in the entire value range. So it really is a bogus parameter, which nevertheless can produce some interesting results. The behavior is easiest to see, if you go to iteration one and play with the value.
    1 point
  5. Iā€™m hungry now! I could go for a grilled cheese šŸ˜„ !!
    1 point
  6. @davetwothank you. Looks like a really good remesher. But still it moves corners and surfaces. And even if thats just a few fractions of a millimeter, non of my parts would fit together any more. I guess, I will live with messy triangles and just remesh and adjust where it's really neccessary.
    1 point
  7. @bentrajeSorry, it took a bit, I was busy otherwise. Here's a Geometry Modifier Capsule, which does a manual normal extrude with offset and variation parameter: test_scene_nodes_manual_extrude_variable_offset.c4d Please note, I'm not saying Maxon does it exactly this way. But it's one way to do it. Edit: One more note: You will find I use an actual Extrude node in my setup. This is because, currently we are lacking some smooth tools to create new topology. You can do it, but it gets tedious rather quickly. So, I instead misused the Extrude node, to provide the topology needed for the extrusion, but looking at the setup, you will see, it is not doing the actual extrusion (it's offset is set to zero). So, it's a bit of cheating, but it's cheating before the actual core of the question asked, how to do the "offset" and "offset variation".
    1 point
  8. You will never get a proper quad mesh. But just dont worry about it. Most likely you dont need it. C4Ds internal converter usually makes a pretty good job of things. And edge rounding etc can/should be done on the shading level. Back in the day Everyone used MoI to get decent meshes - but these days I just used C4D as it's less work. If you want to splash out on Rhino, I think that now has a nurbs-to-quad capability which looks pretty good.
    1 point
  9. We have just released a small update to version 1.1. And we also fixed the demo version not being available for free... (duh!). The update is of course free. Existing customers will be notified by email and in Asset Juggler Discord. The demo version can also be used to update. Changes: Added: Options to use normal Instances instead of Render Instances for Live-Preview and Baking (useful, if Hair or other features incompatible with Render Instances is involved). Added: Added Texture tag options in Material and Material Override Groups configuration. Note: Also see Asset Group on hidden function of Material layer link field! Added: Report prepared for Cardano Added: Button to Lock None to Zero for all groups at once. Fixed: Asset Group and Rules tabs not correctly restoring their enabled state. Manual: New features, added notes, added parameter defaults and did inevitable corrections.
    1 point
  10. Answering your own question and sharing the results! šŸ’ŖšŸ‘
    1 point
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