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Showing content with the highest reputation on 01/22/2024 in all areas

  1. Ever since I tripped across the wParallax site, I have been intrigued by window box shaders and waited for Redshift to get this capability natively. At that time, only Octane could support OSL shaders but not Redshift. But about 3 years ago, OSL shader capability started to appear in Redshift. So, I ran off to GitHub and waited for something to appear. Unfortunately, it took another year or so for jiWindowBox.osl to be listed at the Redshift GitHub site. Using the free parallax maps at wParallax, I gave it a test --- no go. So I stopped looking. But then I tripped over the ShadersBox website. Their prices are higher than wParallax but they say that their OSL shader is supported by Redshift (as well as Octane). Is it the same as the one found at GitHub? I have no idea. Now, I would have stopped there, but ShadersBox sells a sample pack of their rooms plus their own OSL shader. But I decided to give it a try as I was interested in seeing if their OSL shader worked (whereas the GitHub one did not) and the cost was only $5. And hooray! It works in C4D!!! The pack also includes 6 rooms (or sets of parallax maps in exr format) in day and night configurations and in 1K, 3K and 4K resolutions. Two rooms from each of their commerce, office, and personal living collections are in the sample pack. Definitely worth checking out for those into modeling 3D buildings. Dave
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  2. Use transform geometry node. As mentioned, geometry by itself is not transformed at all, think of it as simply always sitting at 0,0,0 with no rotation or scaling applied. Transformations are applied by matrix which is position, scale and rotation alltogether. clone_transform_geo.c4d
    1 point
  3. Geometry is the mesh in the local space of the object. You are not using the matrix of the landscape object. Transform the points first before using it in the distribution node.
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  4. Yes, either with a correction deformer, should you need the SDS to remain parametric, which does limit component operations to mainly selections only, or, as mentioned in first post, you can APPLY the current subdivision by hitting C with the SDS object selected rather than the base model which is under it. Note the level of subdivision that gets applied is the RENDER SD value, not the viewport level. Making SDS editable (usually only one Level of it at a time ) is a valid and valuable technique for increasing the level of subdivision evenly all over a mesh, which is sometimes more helpful than having to add specific loops to the base mesh, which is preferable in most cases only if you need additional loop detail / density in one particular area and not spread across the whole mesh. Here is your fish with various levels of SD applied - at the top no SD, then L1, then L2. A valuable note on this technique is that your total level of applied subdivision shouldn't ever total more than 3, unless you are using SDS edge weighting in which case the sensible maximum is L4 or 5. So if you apply 1 level of subdivision to a base mesh, and then put that mesh inside a another live SDS, then the live SDS should only have a maximum of L2 because you have already applied one level, if that makes sense. CBR
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  5. Generally it all can be done using a set of Cloners and XPresso but this is a little difficult and time consuming. I did something month ago. It is for max 10 segments but it can be easily expand to more. Size and count of fence parts per segment is done in xpresso by match size of segment divided by size of part substracting size of pole between them. Also cloners are enabling only if they in use for example if we have only four segments the rest six are disabled : It is done inside xpresso in point node there is point count output for whole spline : Attached video to show how it works. If you want really good tool for that without making this by self which is very time consuming here is great plugin for that : Baluster4D+Stairs4D (caleidos4d.it) fence_xpress.avi
    1 point
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