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Showing content with the highest reputation on 05/25/2022 in all areas

  1. Yes, I'm one of the scene nodes developers. Basically you can do anything with scene nodes, but for example for particles it's quite low level at this point of time because there are no dedicated nodes for particle simulation yet. Here's a spider web capsule. The "mounting points" are controlled by the capsule's child object. spiderweb.c4d
    5 points
  2. Here is basic setup. All the magic happens in surface blue scaled noise node 🙂 It will prevent intersections and you can mix output sizes of clone Surface_scaled_blue.c4d
    4 points
  3. But if you ignore them, you cant lower their score. Dilemma 😉
    2 points
  4. Try thickness first (Chamfer) and then extrude... You still get tilted ends on the outside of your plane. But maybe you can avoid those by making the plane one subdiv bigger and restrict the random selection inside the outer poly loop. Cheers, kws PS: If this is for some interior stuff, maybe dont use random but take a look at this: https://www.core4d.com/ipb/forums/topic/117061-dango‘s-neutron-examples-pit and this concept: http://www.cr31.co.uk/stagecast/wang/2edge.html Random Edges.c4d
    2 points
  5. Let's not make this thread about NFTs, lols 😉 CBR
    2 points
  6. I'm really busy these days and had a lot of internet connection issues. I just fixed the internet connection.
    1 point
  7. It is to do with maths but only tangentially 🙂 Its more to do with how close the camera is to the object, what is focal length is, and what the scene scale is. Proper DoF works at real world scale with realistic camera values, so if your scene scale is too big, then you will need an f-stop of something like 0.01-0.1 (much smaller than you could set in the real world) to get it to show if your camera is not parked inches away from the focus target. Changing scene units down like you read usually reduces things to within more real-world values, which is why the effect of this is much the same. CBR
    1 point
  8. I've done the same technique for the beginnings of wrapping exterior components with mylar on satellite models. the components had collider tags. I would have to tweak the subdiv for the wrap, then sculpt the rest on a copy. I also used the Smoothing deformer technique Merk first talked about and also Digital Meat describes in this video:
    1 point
  9. If you build a capsule for use in the Object Manager the options for instancing will be offered in the attribute manager. If you build a pure scene nodes setup this is handled automatically
    1 point
  10. I found that downvoting a post results in a retaliatory downvote from some users, since they can see who rated them negatively. I think the initial idea was to allow people to see who rated them negatively so two users could work out their differences, but I suspect some users would prefer to get even. Thankfully the ignore feature works and I would have done that from the start if I was aware of it.
    1 point
  11. Thanks a lot for your fast reply. I will continue my journey to search for the answer on this site. I will also update my profile! All the best,
    1 point
  12. With great power, comes great responsibility.
    1 point
  13. Hey @Tudor, well, if it doesn't have to be procedural, I thought you might be able to make it editable, delete everything but the outline, convert to n-gons, extrude and then triangulate.
    1 point
  14. I already enjoying that I spend money to access this forum 😄 Great suggestions by all of you, will have look into them, once our client gives us the go.
    1 point
  15. Ha! Me and my gf are 33 too and she still loves Pokémon
    1 point
  16. Some renderers like Arnold (and V-Ray?) have "clip_geo" shaders that do the boolean operation at rendertime. Sometimes thats a bit more stable / less intesive...
    1 point
  17. Yep. it'll be that or the Volume builder, and TBH I think the boole will do a better, clearer, sharper job unless you need a more organic homogenous look, which actually I think your reference does have; the tubes in that seem to be melded together, which boole cannot do. But it doesn't matter that the boole is intensive if it's for a still shot because you can always CStO it afterwards to get a fast mesh copy. And the VB solution isn't going to be exactly quick on the calculations either, especially if you use the live boole as the source for it ! You'll be needing a very low voxel size to capture all that detail, and probably Laplacian flow to smooth it. CBR
    1 point
  18. Great! DId you animate it? If Yes, I will be happy to get a look
    1 point
  19. I presume you want to clone on surface without objects intersecting? If you have scene nodes you can use blue noise distribution...
    1 point
  20. And here's a forest of minimalistic trees. Each of the trees is different. forest.c4d
    1 point
  21. Some of you may know Conway's Game of Life: https://en.wikipedia.org/wiki/Conway's_Game_of_Life Basically you have a grid of cells where each cell can be either live or dead, and then there are rules when a dead cell becomes live and vice versa. With this simple setup quite interesting patterns can evolve over time. Here's my attempt to implement that game with Neutron: game_of_life_basic.c4d This variant adds some decay to the cell colors. game_of_life_decay.c4d
    1 point
  22. For a 33 year old still playing Pokemon Go I like this way too much haha. Nice work mate
    1 point
  23. Hi everyone, Haven't made an interior (with C4D) in years but I'm back at it again with this kitchen I'm working on. The pc broke down last month so I got it fixed and upgraded, only waiting for the videocards to drop in price. Rendertimes have greatly improved too. This had been rendered with Corona!
    1 point
  24. Poor HappyPolygon...forever to be ignored 🤣
    0 points
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