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Showing content with the highest reputation on 10/19/2024 in all areas

  1. @DALII Ah, I see what you mean. Nodes mesh outputs a single geometry at the end, but it can be split into island, selections etc. What you are looking for is connect object. It joins all geometry and the you pass it out. Here is a screenshot: Also notice that there is an if node (switch node also works here) that controls if window is enabled or not. This is just to illustrate you can have endless control. Nodes became very mature but still have stigma of being "techy" and difficult from their early incarnations. That ceratinly is true for some compelx stuff but for needs similar to yours they are surprisingly simple. Tip: Drop wire directly on connect node parent port, that will automatically create new connected child port. Happy to help, this also helps other members as well 🙂 window.c4d
    2 points
  2. https://www.tripo3d.ai/?c=inspirationtuts
    1 point
  3. Hello, Here is an update after a long time, I finally decided to make an online tool instead of a C4D plugin. There is still a lot of things to do, but the main engine is ok and you can test it, the export to OBJ should work too. Here is the very first "private" beta version : https://code.vonc.fr/roadmaker (the textures loading can be a bit long the first time) I would be glad to have feedbacks, bug reports, ideas that you would like to add, UI suggestions, and if you want to contribuate with textures feel free to !
    1 point
  4. @DALII You can create everything you need in single nodes mesh capsule, either from scratch or by importing some base geometry into graph permanently. By this, I mean ctrl+drag your initial geometry into graph. That geometry will then be present as value node inside the graph and you can delete the source. From there, you can buld up whatever you need and propagate controls to out, create selections etc. Here is a quick example where I imported a frame which is now a geometry value node inside the capsule and made some generic functionality. Hope this helps 🙂 Nodes are very good for this. Naturally, it takes some effort to create an asset but once you save a lot of work down the road. window.c4d
    1 point
  5. Hello Folks! Was wondering if anyone had any ideas on how to create a membrane fusion effect similar to the following link: My best guess is there was some kind of volume builder on union mode with objects cloned on top to make the membrane. However I dont understand how they managed to make the clones so stable while cloned onto a volume builder. I have tried this approach and anything cloned to the volumebuilder geometry is unbearably jittery once it starts to do the union operation. It seems there is some kind of field driving something in between the two hemispheres in the video but cant quite hack what they've done here. Would love some other people's take on how the scene was made! Thanks!
    1 point
  6. One possibility is to have a Remesh normalize the topology of the Volume Builder... It will definitely reduce jittering but it won't remove it completely. The other possibility is using some kind of hybrid-dynamics like clones attracted on the surface of two spheres but use Push Apart Effector instead of collisions to make room for the incoming clones... Maybe this will work faster/better using particles as matrix-points and some Follow Position under the RigidBody Tag... There is also the "Fake Dynamics" possibility... You don't see Clones, you see a shader with SubPolygon Displacement... If this is Blender's UI, it has a very powerful Vector Displacement workflow. I also smell something simpler hidden under some kind of modifier/morph or rigged animation... The way the two spheres weld doesn't look like the typical SDF effect. It's like the two underlying meshes were post-spheriphied and the mesh at the touch point just unwraps... The connection border is still visible after the merge. The two spheres retain their unique topological polygon density indicating the absence of a parent generator for the whole system.
    1 point
  7. pm request -> pulsating heart Quite simple setup, can be done with MoGraph as well but it shows how you can quickly create a nice asset with nodes 🙂 p.s. Folks, don't be shy, it is best to ask for help in the forum instead of pm, it will be addressed way quicker 164_Heart.c4d
    1 point
  8. a bit boring but a 3d version of least squares... the math is actually much different than implementing the 2d version, so I thought I'd give this a go as well... I should try some actual useful artistic stuff now... 06-sn-3D-least-squares-estimation.c4d
    1 point
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