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Cerbera

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Everything posted by Cerbera

  1. Yep, that should be fine, though your large curve won't be as controlled as mine because mine is anchored at its centre and yours is currently... not. A is the anchor point, and the point which dips in to describe the curve, while the C(ontrol) loops, which are pretty much equidistant from the anchor, control the tightness of that curvature. The edges outside that E(xtents) control how the curve is restricted from and transitions to the straight parts it adjoins. All of those loops are necessary to fully describe that curve. CBR
  2. Sort of. The hole in your reference is much lower than where yours is now, and you'll notice mine is separated from the nearby edge but at least 2 loops, which keeps that area nice and controlled where it meets the edge. Lastly, you don't have a box corner here, so your corner will collapse too much under SDS whereas my (latter) example would not... Also note how my large corner is not 90 degrees like yours, but actually curves in to describe it... CBR
  3. Yes that'll work, but don't add the thickness to the wall section so early. Get all the topology in you need, including the edge flowing loop in my example above and the cut-out button bit BEFORE you add thickness, otherwise you'll be doing all that twice and trying to make it match on both sides ! Lastly, note additional horizontal loops added to the middle of the button to more tightly define the rounding there... Lastly, I changed my mind about that top right corner part, and made it a box corner instead of an inset type, which results in much less of a curve there now. CBR
  4. As usual, I have to say, not enough radial segments in that plan. Curvature has to be established to a much higher degree when we want curves like that. This started off as a 48 sided cylinder... CBR
  5. I too am confused by what you want here. As Bezo says. your UVs should occupy the full UV canvas (which is square), and then the aspect ratio of the image you use with that material determines the aspect ratio of it. Normally this would be a square map too, but when it isn't the UV scales to match it. CBR
  6. Ah in that case you just need to replace the discs in my file with tubes, animating similarly. But if the camera is moving through the tubes, then it can only see the next one appear through the tiny hole at the end of the tube it's in now, so that might affect what animation your tubes do... But the principal remains the same... CBR
  7. Welcome to the Core 🙂 Please complete your profile before asking questions. It is essential (for accurate answers) that we know which version of the software you are using. Additionally, you would have to provide the file for us to have any real idea why that was happening. CBR
  8. Doesn't seem to play nicely with Octane at the moment - flowers that are showing in viewport are not in render so far... probably something to do with instances... CBR
  9. No. Any sort of fracturing will instantly break your sculpting. You would need to take an editable copy of the sculpt mesh at full resolution and fracture that instead. CBR
  10. Ok that makes sense to me, or at least I see what you were thinking... not sure that plan is the best way of getting this done however... I would do it via groups and spline wrap, personally... CBR
  11. Digital. We can tell by the tiny issues in eyes and skin and animation, but only just, and it's getting harder all the time (TWSS) ! CBR
  12. I'm afraid that is a bug in R23. Fixed in later versions. CBR
  13. Definitely beginning to climb out the other side of uncanny valley there... quite good when she looks at the camera right at the end. Loved all that wonderful architecture in motion too. CBR
  14. I think you just need to control the cloner with a step effector, changing only animation offset, like in this R25 file... step animation offset.c4d CBR
  15. ..for the modern age 🙂 I loved these when they first appeared, and they are certainly no less impressive at 4K ! My favourite is the one below, which isn't 4K, but still nice enough at 1080... CBR
  16. I'm not sure RS supports native 3D linear gradients, but apparently you can make it do so with a bit of nodal wizardry. I am not a RS wizard, so refer you to this guy, who seems to have sorted that out. https://www.patreon.com/posts/redshift-3d-38760322 CBR
  17. Welcome to the Core 🙂 Always upload the scene file with questions like these, so we can see all your settings and find the answer much faster. CBR
  18. Please complete your profile so we know which version of the software you are running, on which answers sometimes depend. You can move groups of keyframes by dragging a box round them in the Dope Sheet view of the maximised timeline (R25). CBR
  19. I like this. The way it creates plants seems very helpful and intuitive to me - might well give that a serious look later this year... CBR
  20. Welcome to the Core 🙂 Please upload the scene file with any questions like this so that we don't have to recreate your entire setup from scratch without knowing fully what it is ! I think that is going to be expected behaviour, because presumably the XPresso needs to calculate the specific distances of points in the one object it refers to, and all the cloner does is what it says on the tin, and clones that first object, so can't do anything different with the clones unless via effectors etc. I am no XP expert myself, but I think you'd have to plug the Cloner output into the Xpresso somehow, and calculate the collision data for each and every clone. CBR
  21. Yep, same idea I had in the last thread about this 😉 Use a displacer instead ! Or, if RS displacement is fairly minimal, you could use the transform controls in the cloner to push each clone out on Z a small amount, which might be enough to give the illusion things are on the displaced surface... CBR
  22. Yes, that is expected behaviour from the Cloth Surface Object. If you need to specify front and back textures then you can't do thickness procedurally using that. CBR
  23. It is reasonable to expect RS to be able to convert Cinema Standard materials to its own, but not to expect it to convert those from other 3rd Party renderers - there is no inbuilt converter as far as I am aware. But have you tried the universal material converter from poliigon ? Don't know if it works myself, but the video makes me quite hopeful it might... CBR
  24. Yeah definitely not right, and utterly mysterious why such a thing would happen. I agree Maxon themselves are the best people to shed light on what is going on there, so support ticket time I think. CBR
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