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Cerbera

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Everything posted by Cerbera

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. I have been UVing today, and no flickering over here (2023.1.2)... CBR
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. OK, you'll be needing 2 dynamics tags and 1 dynamic connector, so that you can get hinge-like behaviour. Connector gets rotated to match orientation of Card and moved to hinge point. Object A is pelvis mesh and Object B is Card (with tab as child of that). Note you can't use a parent null here because it screws up the dynamics compound mesh thing, so just make the card a direct child of the part of the rig you want it attached to. Collision mode will be compound mesh / moving mesh on Rigid body tag on the card, and you'll need a collider tag on the pelvis mesh, also set to moving mesh collision mode. Sorry haven't had time to answer this earlier. Here's a simplified scene file if that helps... basic collisons 01.c4d CBR
  17. Ahh the Bryce GUI 🙂 The program that got me into 3D... I look back at that with fond memories, including its uniquely beautiful but functionally unhelpful interface 🙂 Loved their terrain editor though. CBR
  18. Filter / SDS Cage. Turn that off if it is on. Then make sure you are using Isoline editing in the Viewport menu. CBR
  19. Mode / Workplane / Workplane to Y. CBR
  20. Terragen has always been very promising but never quite delivered - I've always hated its GUI slightly more than I love its results - interesting that they now diversify into a separate sky system. Don't those controls look surprisingly similar to the ones in Standard Render / Physical Sky in C4D ?! Results look considerably more real though. CBR
  21. It definitely is there ! However, I think it is broken at the moment, at least with selections, so maybe download the one from this thread that @Havealotkindly provided the other day. CBR
  22. I suspect you will need to collapse or convert that hair down to polys in Maya before exporting it in order for Cinema to be able to read its info and assign UVs. But not 100% on that, so happy to defer to anyone jumping in who knows better... however, as the alembic capabilities change fairly often within Cinema you should at least tell us which version you are working in, and that info should definitely be in your profile please too, 31 posts in as we are... CBR
  23. Yep, came here to suggest what HP had already beat me to saying 🙂 CBR
  24. All images that are not in the Color / Diffuse channel should be RAW, generally speaking. CBR
  25. Reading down your comprehensive list above, I am struck by why I never seem to encounter these issues in hours and hours of my own unwrapping, and I think we are using different methods ! The 'rules' I follow are thusly: 1. Only do automatic unwrap on sections of mesh clearly made for it. 2. Define poly selections, and project those frontally from all the best angles, then use 4, 5 and 6 keys to put those and align them where I want them. 3. Optionally Pin and Relax those meshes, optionally using cuts I have saved to a selection tag 4. Activate UV options to show Distortion (100%) and Island Connectivity (now I can see what connects where) 5. Use 'weld and relax' mainly in poly mode (instead of weld, on the whole) or manual UV point terracing to combine islands if necessary (and I tend to move the islands adjacent to where I want them to end up before doing this). 6. Further relaxment if I went the manual terrace route. 7. UV Packing. You will detect something of the 'legacy' in my workflow, and that is true - I liked the 'old' way of unwrapping stuff, and that continues to work for me very nicely in Cinema, enhanced as it is by the new layout and UV mode details. Occasionally I find that approach isn't optimal or takes a bit long for really organic stuff, so only then do I head over to the newer cut and unwrap tools like the Ministry of flat-based UV Unwrap etc. And because I don't use that much I guess that may be why your specific issues are new to me ! 🙂 You are right that in my example above the red areas are less than ideal (and that is the best Cinema's relax routines can manage using workflow above), but the Magnet (UV) and brush relax (modelling) tools are there to sort out situations like that, where it is important using the old workflow. If you have connectivity turned on you usually can see what will weld where. The UV Weld tool does not move islands first, and I believe that is intended. If you want to move islands at the same time, use weld and relax instead. The help is very illuminating about precisely how that works, but in trying it myself I have found a few bugs and moments of unexpected behaviour... I can't answer your questions on texel density or UDIMs alas (though fairly sure Maxon is aware of and working on those) - as a mainly modeller I have so far considered those 'none of my business' , and there are people much better qualified than me to comment on those aspects. CBR
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