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Cerbera

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Everything posted by Cerbera

  1. You sure her arms and legs are thin enough ? 😉 CBR
  2. No, that is not going to work as far as I know, and I can't imagine any way around it. I would have to say you can't use hair to animate what is at the end of the day merely displaced geometry. For short grass typically I think the workflow here would be to grow C4D hair / grass on top of the displaced stuff. However that plant you show sticking out might be different if you can a) isolate its geometry so it is not reliant on displacement to be there and b) use it as instanced geo for a hair system. CBR
  3. I have looked, but afraid I don't know why it's doing that. I don't do any character work on the whole so have never tried to make these work in that context. There are other people here that know those systems a lot better than me, so probably best to wait for them, or maybe do a support ticket about it ? CBR
  4. Nope, that is working entirely correctly for me. 2 things to bear in mind. 1. Axis Centre Dialogue is moving the OBJECT axis, not the modelling one. 2. You are not changing the alignment at all with your current settings - only object axis position, which is working correctly. And it works properly for me if I turn alignment on and set it to Z/ Normal. I believe there has recently been a subtle change to this functionality such that it does not apply until you click 'Execute' but I think that is the only one. To align the modelling axis to the average Normal of that selection, that is done in the PSR tools attributes under the Axis tab, where you would choose 'Selected' and 'Normal' as the options to get what you need. But I don't understand why you need it either because if you are using extrude that happens in the average normal direction anyway doesn't it, regardless of what axis is doing ? CBR
  5. Cerbera

    Morph

    If you put a Linear cloner in a null, and then add Spline Wrap as a child for that null, and feed it your helix, that should deal with the arrow wrap alignment issue.... and when pulled straight or helix radii reduced... You may have noticed I have also moved the axis of a parametric helix to its centre (geometry axis node as child) which helps in that we can also now key the height parameter of the helix instead of stretching it. Might take a fair bit of experimentation to get the settings that give you the right speed and transition though... CBR
  6. Yes I too have distinct memories of Chris Schmidt doing something very similar, but unhelpfully can't even narrow it down to a season for you, let alone the exact episode ! 😕 CBR
  7. I don't have Arnold, but as I said, and now confirmed by file, problem is not that, so I can probably still advise. Look at the mesh you start with, vs the mesh you get when VF is enabled... Your detailing settings therein are causing huge shifts and changes in the topography AND topology of the surface in such a way that your surface UVs are necessarily pushed apart, and cracks show in the geo. And if you must have your detailing doing that, then I can't see how you can avoid the texture moving. There are a number of options within the detailing tab that definitely improve this, these ones specifically... ...so you could try playing with those in various combinations until you get a contiguous surface again, or you could keyframe the detailing so that it fades in rather than just appears in a single frame ? CBR
  8. Welcome to the Core 🙂 Please complete your profile to show which version of Cinema you are using, and which renderer you are working with. Also, uploading the scene file will usually get you helped faster, and would show us much more clearly what is going on in the scene than screenshots do. Trouble is, you are using Arnold, and I don't know how many people here use that, so it may take you a while to find people who can answer this if the problem is Arnold-specific. I suspect it isn't though. I suspect those cracks in your model may not be UV errors but a consequence of the parts subtly moving and deforming as VF activates. I can't know one way or the other without the scene file. CBR
  9. No, I meant for the single big sphere they all sit inside, which is animated I believe, hence moving mesh. I did notice it worked with Static mesh also despite this ! CBR
  10. Cloth is not a rigid body system, which is why the original bullet system remains as well, and why you should be using it here ! The reason for intersection when using that is probably incorrect collision settings. Large ball should be set to 'Static Mesh' (or 'Moving Mesh'), smaller balls to 'Ellipsoid' and then it works as expected and no small balls escape / nothing crashes... Hardballs3.c4d CBR
  11. Actually I kinda prefer the new name now. Never could really think of this place as a cafe - it's kinda better than that, and it doesn't really work unless you're selling tea and cakes... perhaps we can do that for revenue ?! Oh wait - I haven't really thought this through... CBR
  12. You are baking volume builder or volume mesher ? And has it been cached first ? Very hard to visualise and fully appreciate your setup without scene file. You can make it smaller by clearing any caches and turning VB off before saving file. CBR
  13. I suspect the video cuts and when he cuts back, there is a displacer on that sphere driven by animated noise. We can't see what's under the SDS. Don't know why he doesn't mention it but I don't think RS is doing that. CBR
  14. Ah - nearly posted that myself, and a tweet like it I stumbled across the other day - fascinating use of AI there. I bet Cinema will do something similar at some point. It is depressingly good for an early iteration. Even so I wonder how it holds up to client change requests... Nice to find a use for AI that helps the 3D effort rather than immediately threaten my job, but I can see texture artists being a bit miffed that what they used to be able to charge 6 hours for now takes 6 seconds. I bet game studios are all over this, and they can probably lose half the team because of it... CBR
  15. Cerbera

    Morph

    Did you start with a helix spline and pose morph a horizontal stretch of that, which you could then play / key frame in reverse ? Or you could keep it more parametric by pose morphing an FFD deformer controlling the spline (points mode). Or even more parametrically by just keyframing the start and end radius of a procedural helix !? CBR
  16. I have been UVing today, and no flickering over here (2023.1.2)... CBR
  17. Can you not use a Cloner in Honeycomb Array Mode instead ? That is kinda designed for hexagons, and does a lot of what VF can. CBR
  18. I could help better with this if I had the scene file and knew which version you were in ! But the process of adding object buffers should be painfully simple - add composting tag to object in question, and enable a buffer channel, and then add an Object Buffer Multipass layer for each buffer you used in Render / Multipass settings. If you are doing that and it doesn't work we'll need the file. CBR
  19. I have not come across that before, but probably haven't used rope in that context either yet... Please upload scene file so we can look at all the things that might be affecting this. CBR
  20. That's a bit harsh dude. Looking at our front page today, every post is marked solved, including yours I notice ! 😉 So there are some of us here and I'd say we were helping ! CBR
  21. Your screenshot shows you in model mode, and Gouraud shading yet we still see highlighted orange polys, which should not be the case - those should only be possible to be seen and selected in polygon mode. Try saving, closing and restarting and see if it persists. When I load your scene I am not seeing the orange polys or anything else wrong... CBR
  22. Hey Mina - welcome to the Core 🙂 Great work getting your profile done so quickly - that will help when asking questions. And you're in the right place for those ! If you are using latest Cinema then your renderer is probably Redshift unless you are still deciding on a 3rd party one... May your learnings be rewarding and your 3Ds suitably magnificent ! CBR
  23. I don't think it is fine in his version, but because it's just a general brown you can't really tell. I would expect to have to redo UV mapping after any editable remesh operation because the whole point order and layout, upon which UVs rely, changes. CBR
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