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Showing content with the highest reputation on 06/17/2022 in all areas

  1. Lols - yes, here I am, and the answer here is particularly low-effort and easy, using, as we will, the oft-forgotten sculpt function, the Unsubdivide command, which you should get initially via shift+C / Command Manager. Running that on the original collapsed SDS version will reduce it to its base cage, and you can then extract a polygon copy of the level 0 model from that using the sculpt layout / menus. What you can't do is just delete the sculpt tag, or do Current State to Object - neither of those will work here. CBR
    2 points
  2. Hi y'all, I registered a while back but now I paid the dollas I better start introducing! 😁 I'm a graphic designer and self-taught digital artist from Amsterdam, working almost exclusively in the dance music industry. I've been using Cinema 4D for 10 years now but I still feel like a rookie sometimes being totally perplexed about why it ain't working. So I'm very much looking forward stepping up my game here and hopefully fix some of them mysteries with you!
    1 point
  3. A pretty common workflow in Houdini is to copy geometry to points. When dealing with a large amount of points, the copy process can be a bit slow, and make the viewport sluggish. A good way to preview the copies and tweak their sizes and colours without actually copying any geometry to the points is to change the display of the points themselves to Lit Spheres in the Viewport Display options (press D with the mouse cursor over the viewport to bring up the options). Here is a preview of 10 million points running effortlessly on my old GTX 1080 Ti:
    1 point
  4. @Cerberawill be along shortly : ) but I would have thought an extra edge loop or two would be your solution.
    1 point
  5. This is a bit of a complex file for me, but to make it work on my machine in R18, and by working I mean the balloons move up when the controller does, for that to happen I had to lower the thresholds in the deactivation tab of the dynamics, doesn't seem to need to be zero but it also seems different weather or not you play it in from frame zero. It seems when coming in from zero it has time to deactivate but when playing in from say 1250 balloons are still moving so the dynamics are still activated. I think thats what's happening tho Im no expert on the inner workings of C4D dynamics. Deck Try turning both linear and angular damping to zero if in doubt, should play from zero then, at least it does on mine. Dolly Balloons 02.c4d
    1 point
  6. I think that very unlikely to help. Dynamics changed in R26 so that could explain why it works for cbr.
    1 point
  7. Does Terrain Mask work with RS ? Update: Yep seems to work fineI You have to get the mapping mode right though - flat mapping, rotate and fit to object. CBR
    1 point
  8. Can't get it to break for me in S26. But if we add a Turbulence Force to the scene with these settings then we get some nice random jiggly / wind type movement. CBR
    1 point
  9. You have committed one of the 7 deadly sins of 3D. Coplanar geometry. You have 2 perfectly flat models in exactly the same position. The render engine is struggling to decide which one it should render. Yes, one of them is set to be invisible with the display tag, but this doesn't turn it off, it just renders it like a 100% transparent piece of glass, the rays of light still have to be calculated passing through it. Only the red traffic light dots will full turn it off. Move these hidden wing elements very slightly backwards or forwards so they don't take up the same space. http://www.3dfluff.com/files/wingprob2.zip
    1 point
  10. The flower is intersecting the butterfly model, from the start to frame 196 or thereabouts (when it takes off). But I don't think that's (only) what's shown in your screenshot. I think there is something odd going on with materials as well, but you didn't provide those, so can't say. CBR
    1 point
  11. There are indeed lots of approaches to this sort of thing. The simplest would be to make a null at the centre of your large sphere. Position the smaller sphere exactly on the surface of the bigger one somewhere, then make it a child of the null. If you want to position that accurately, simply create the large sphere at world centre, then add up its radius and that of the smaller sphere, and set that value in coordinates manager... Then get a vibrate tag on the null, and give it 360 degrees of rotation in all axes, setting a frequency of around 0.1 - 0.3. Press play. Smaller sphere will appear to roll randomly over the surface, but actually isn't rolling, just moving with a fixed offset which makes it 'seem' to chase the surface. But unless your spheres are textured with some sort of pattern that will not be obvious, so if the rolling sphere is just a block colour, or chrome or something then it wouldn't have to actually roll... If it does need to physically roll, then you can add bullet rigid body dynamics to that setup, and carefully balance follow position / rotation with the non-dynamic animation so that you still get the movement of the vibrate tag but also have physical collision properties, which if got right, will make it actually roll on the surface. For that you may need an attractor force placed at the centre of the large sphere to drag the rolling sphere inwards onto the surface, and a lot of friction on both objects, the larger sphere being the collider that prevents that smaller ball ever reaching the source of the attractor... Update: I didn't even need the attractor - just lots of friction ! rotating sphere CBR.c4d CBR
    1 point
  12. One of these is a polygon model (no SDS, bevel), and the other is a spline in an extrude, also parametric bevel. As you can see, both easily cope with the hard corner transitions we need for convincing metalwork. I did an SDS one as well, but that was for 'the joy of the process', and a bit OTT in terms of effort-result, as I had to SDS weight all the corner edges, and add some insets to the main faces, giving us quite a 'highly pressured' SDS result that serves as the perfect argument for why the other methods would be better here. But even that looks totally fine when you're not looking at the wires, and if you have an aversion to edge weights or don't like the SDS wrenching it produces (which would be avoidable incidentally, through the weighting of additional edges), you could always just add more control loops to complete it the traditional way, though now the advantages of all this extra time become smaller and smaller the more effort that goes into it, and would only truly come into their own should you need to deform that object later, so the argument for splines starts to look pretty good at this point - after all there we don't even need a bevel deformer - all the rounding controls are in 1 simple Extrude object. HOWEVER, it would take a little time to get those splines accurate and connected correctly so they worked with an extrude, so I would venture that the fastest AND best way of doing this would be to simply build it quickly out of primitives as I showed above, but then to use 'edge to spline' to get the right spline from that, which is probably faster than doing it with the spline tools !
    1 point
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