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Everything posted by Cerbera
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Yes, those 3 points specifically, + also it's all too clean and shiny. needs a bit of overall dulling down I would say, even if it's new... CBR
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Hi Peter - welcome to the Core 🙂 Please make sure to complete your profile - we usually need to know that version info to be able to offer the correct advice. You can select clones directly if you ctrl-right click the viewport, and select the correct object from the list that appears. Then 'S', while your mouse is over the OM will scroll to that object. CBR
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We'll be needing the scene file to be able to help with that... pls upload it. CBR
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Worry not, I haven't abandoned you - I am just teaching tonight til late alas... but I will be back on the case with this tomorrow if that's OK... Interesting that reversing your normals fixed things with hair, as they 'seemed' correct in that file ! We can definitely sort the material out. I am guessing you haven't UV unwrapped the model ? If not you can try one of the standard projections (in the material tag; probably cubic is best for now) OR you can unwrap the mesh and use UV mapping mode, but that is probably a bit advanced initially. OR you could use a tri-planar setup (basically Cubic++, without the seams!), which I can't advise you further on until I know which renderer you are using. CBR
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Does that file almost bring your computer to its knees as well ?! There are some big issues in that file that will make diagnosing this very difficult - not least the decision to animate an applied SDS mesh ! Why are we doing that instead of animating a low poly base mesh and doing live subdivision ?! Also some fairly grim topology problems there (density / flow etc), but that's not what you're here to discuss. Unfortunately it slows things down to the point where I can't see what is colliding with what, and playback is impossible. A quesiton though - have you styled that hair at all ? Like brushed it and whatnot ? Because I seem to recall that breaks the dynamics unless you put one setting back that I am temporarily struggling to remember. Little help guys ?! 🙂 CBR
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Lols - we transfer having an off day then are they ? 😉 CBR
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No, something is badly off there - it's like hair is growing inside. Are the normals of that mesh correct ? Also please update profile - that is definitely not R20 ! CBR
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Hmmm. That is not what hair is meant to look like ! I wonder if there isn't something fundamentally wrong with its application. Unusual to apply it in vertex mode on a character model - polygon area usually preferable. And I am not seeing a hair collider tag on the stag, right, or am I missing that ? What we really need is the scene file though, so we can see ALL the settings, and see what is what everywhere in your scene. Can you upload to dropbox or something and link here ? CBR
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Select it and Press C (make editable). CBR
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I'm afraid that is known issue with M1 chips and that OS. Maxon are working to fix it as soon as possible, and it should be addressed in a later patch. As I understand it your file is not at risk of becoming corrupt due to this. CBR
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I like Chester's way better than the constraints option, but having applied the constraints once, you don't need them after that, so you could just CStO the whole setup once done, and off them all in the process - no more scene / frame slow-down. CBR
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Apart from enjoying all the lovely sculpting, I am reminded of the classic statement on sculpting by Karl Pilkington, in which he concludes that because most statues we see are naked, then carving a 'knob and bollocks' must be easier than doing trousers... still makes me laugh, years later... CBR
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Glitch where the whole C4D matrix seems to flip
Cerbera replied to MrScreenName's topic in Cinema 4D
I notice that occasionally when I am looking through my orbit camera, which is aligned to a circle spline, and I accidentally jog my space mouse actuator, which can flip things occasionally. In my case though, jogging it in the other direction puts it straight back. CBR -
No, that's not how the cloner works - it is either in Grid Array Mode (independent of other geo) or it is using your landscape object to clone directly onto, which can be done in any of the Object modes the cloner offers, but of course grid array isn't one them ! So if it has to be a grid array layout then you need another way of snapping these things to the surface object. So I would try clamp constraints next (Surface mode) I think. Those don't work on clones (god I hate those constraint tags) but, if you apply a clamp to the object under a cloner, and then make the cloner editable, all the clones that have that tag applied should jump down to the surface, and if you have set the axes of these objects properly at their bases, then they will do so hopefully as you need, without changing their grid array positions on XZ. 'A surface-clamped grid array form ex-cloner, yesterday'. This does actually work with render or even multi instances too, but you have to manually copy the constraint tag to the instances when made editable, which is not the case in regular instance mode. CBR
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Always include the scene file so we can see all the relevant settings... otherwise we're just guessing. Could be a dynamics scale thing, could be a topology issue, could be a steps per frame thing, could be solved by friction - if we have the scene file we can just find the settings you need... CBR
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Well, there's BodyPaint, in native Cinema, which can paint on any channel in a material, and even a PBR material if memory recalls... However that is not very rewarding or intuitive to use so most people these days run out to Substance Painter for that sort of thing because of the vastly superior way it deals with seams and how easy it is to use. I certainly do... CBR
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You've answered your own question - the geo nodes in Blender are fully developed and released functionality - Cinema's scene nodes are a tech preview and work in progress, so I'd hope it was obvious that it would be unfair to compare the two this early... I have every confidence that our geo nodes will be every bit as useful as Blender's. As for the reason the tech preview is included, that was partly in response to requests from the userbase about the future plans of Cinema, so is a good example of one occasion when they listened to their users, and also it serves as what I'd call a very sensible way to get its development seen by lots of users early on, so that they can give feedback, which will help develop their nodes to be as useful and helpful as they intend them to be. Already we are starting to see node based 'capsules' that are directly draggable into the OM to be used in traditional workflows, and some of those are hugely powerful (Rocket lasso's FUI capsules) or very useful NOW like some of the geometry operators which can, for example change the axis of a parametric object. As for who got there first, and why, not sure it matters, or that you would have accurate information about who started developing what, when !! If it's nodes we're talking about, Houdini got there before Blender, and Max a decade before that (its stack could be considered nodal to an extent) - so what ? Not sure what the point is there... CBR
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Welcome to the Core 🙂 Please complete your profile before asking questions so we have the information we need to be able to answer ! Software version particularly important ! We need more contextual information to be able to properly advise. If this is a mesh that will be used with Subdivision Surfaces for example, then Ngons and triangles do matter and should be avoided, whereas if this is a regular hard surface model then they don't so much, though they can be avoided anyway using better modelling techniques, as demo'd below... bevels on rounds.mp4 So, using the bevel tool as you were doing, to try and bevel 1 or a small group of edges that are already part of neighbouring geo is a bad idea for several reasons. 1, it creates ngons or triangles, neither of which are desirable in most modelling where curved surfaces or Subdivision Surfaces are involved, and 2, the tool is unable to specify what should happen in the transition to the unselected areas - and therefore we get the clues that this is not the right tool for that job... You say it worked on the straight section you posted, but actually it didn't work there either - that is a similarly unhelpful / low quality result unlike the nice all quads version we get doing it the other way... CBR
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There's nothing quite like a good bit of furniture, simply presented, and you definitely ticked all the boxes there. Lovely stuff. CBR
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OK, we've got your reduced scene, which means more people can load it, and then tell you exactly the same thing as we all did further up the page ! Dynamics is not suitable for that task in a scene of the proportions and scope you first posted. You should use something that is, like the Cloner (alone, no dynamics), or Forester's scatter functions, whatever they are, which will presumably be optimised for populating a vast landscape with thousands of mid to hi-poly clones. Or at least tell us what dynamics are doing for you that these other methods can't... However, in your newer test scene, dynamics does actually prevent the objects falling through the terrain - look - here they are not falling through ! Only thing I had to change to make that so was to go back to regular instances in the cloner, so dynamics can work properly. Of course that would be a terrible idea in your full scene, in all its multi-million poly vastness, so it merely underlines why this method isn't going to work here. CBR
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Well it's such a simple thing I didn't think we'd need one ! But as you wish... Balls2 CBR Fix.c4d CBR
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Copy the dynamics tag on the Voronoi Fracture object to the sphere it contains as well. Then keyframe the dynamics (tab) enabled property of each so that the animation starts using the tag on the sphere (VF dyn tag disabled), but once it leaves the end of the ramp in a single frame you can disable that tag, enable the VF dynamics one, and then it should break when it hits the ground... I have that working in R25, but not sure that loads in your version... CBR