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Showing content with the highest reputation on 07/13/2023 in all areas

  1. As an option, but in my opinion, it is better to realize through the emitter
    2 points
  2. Nodes have powerful distributions which are not available in rest of C4D therefore here is a small asset which resolves this. This asset generates point cloud which can be used as target for cloner or matrix and utilize it in MoGpraph. To use simply import the attached zip via asset browser Once imported you can used the object in graph or in object manager: Use cloner or matrix in vertex mode to generate visible objects Depending on what is chosen in distribution result is generated (Mandelbrot example) This asset has following distributions: - Mandelbrot - Mandelbulb - Trigonometry More distributions are on the way 🙂 Distribution.zip
    1 point
  3. Weird that the site provides a 3D model ! It seems it's a one-way mirror. I don't think any renderer can replicate this effect. You can simply make a semi-transparent mirror/metal material for this. When the lamp is lit make it 50% opaque. When the lamp is off and the room lit from other sources crank the opacity to 100%. WIP looks fine. Try rendering an HDRI from the room to apply on the reflective surfaces to speed up render times.
    1 point
  4. What if you skip that frame and not render it ? Who's gonna notice a tiny particle ? 😅 You might need to re-bake the particles or just change the seed of the emitter or something silly...
    1 point
  5. Without scheduling it for an animation, if you render those specific frames (one before and one after the popping) in the Picture Viewer does the pop still happen? If you render in the viewport does the popping still happen ? Are you using R2023 or older version? (fill that to your profile) What renderer do you use ? (fill that to your profile too) Are you using any plugins like Xparticles ?
    1 point
  6. First of all thank you for your answer. However, the method you told me is useful, but I think the method of inverting the normal is difficult in a situation where I have to do 3 types of mapping. Based on the ideas you gave me, I thought of a way. All of them were not selected, but only the polygons visible from each camera angle were selected and stored, and then materials were assigned to each selection. However, I don't know if it's an error, but when using the selection tag, materials using alpha do not overlap, and depending on the priority of the material, it is not applied to a specific polygon. So, in the end, the way I thought was to split each selection tag to make each object, extrude it very finely, and solve it by attaching a sticker. The ideas you gave helped me come up with a solution. Thanks again for the reply.
    1 point
  7. Thanks Mash. I discovered finally that transparency can also be switched off in the materials manager. Good to know that there is a way of importing the file as it should be. Thanks Dan. I will give that a try.
    1 point
  8. 1 point
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