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Showing content with the highest reputation on 10/15/2023 in all areas

  1. Hello, Lot of work has been done, here is a complete example with a highway ramp, inspired by this photo :
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  2. Very nice indeed ! I am pretty sure that we can do the same in C4D since Bodypaint exists, by painting alpha texture of a multi layers shader. The textures principle did not evoluate indeed, I think it's because of the problem of the texture itself, which is simply a 2D image, so we have to unwrap it on a 3d model and I don't see how to change it. Point vertex color become more populated since graphic cards can handle a huge amount of vertices with no problem, more vertices we have, more detail we can add and can replace a texture in some conditions, it's the basis of the shader computation and it's used for always in photogrammetry and laser scanning and radiography. A revolution would be kind of 3D textures scanned from the environment, the texture will be a cube instead of a square, with depth informations, and be applied like procedural C4D shader (and its wonderfull wood shader), so no unwrap nor UVs, that would be very nice ! I imagine the 3D texture can be a very complex procedural texture, with algorithms stored instead of pixels (hey but the JPG compression isn't an algorithm based on 8 pixels squares... ?), or it can be a huge box of voxels, or both ? I don't think that a 3D texture could be scanned from the reality (because we can't see through walls), but I am sure that an IA could extrapolate a 2D texture into a 3D one, the 3D texture will be a multiple layers of 2D textures with logical continuity in depth, imagine a 3D brick texture that looks like a box of 3 cubic meters full of bricks. Some compressions algo like a "3D JPEG" can be invented to redure the texture weight. I hope it's not too messy, it was just an idea.
    1 point
  3. Hello, please could you direct me how can I mirror the animation of rotation in CMotion ? I am using Reference action and negative value of Phase on Controller which should be mirrored. But it works only on position and one rotation axis (which one depends on orientation of controller in rig hierarchy or hierarchy of axis). But two axis are not mirrored but rotated in same direction. Is there any other option, maybe automirror, like in CAT ? This is how it should looks like (but with separate action on both controllers): This is how it looks when Twist is referenced:
    1 point
  4. I saw this interesting desktop toy that is both a square and circle when you spin it. The splines are segments from a parabola y = x ^ 2
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  5. Perspective is the key to this gadget. The parabolas are tilted slightly - this is from the side, but others are also tilted. To get the angle, I made an XPresso rig and eyeballed it. look through the camera in this scene and move the slider sq circle.c4d original -
    1 point
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