hyyde
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Everything posted by hyyde
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What about changing the curves in the curve editor to Continue after reaching the last keyframe, That way it would technically go to 100% and carry on from the starting point ? That option is somwhere on the toolbar in the curve editor. One of the menus has all the settings for what happens with curve after end keyframe and before start keyfraframe.
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It won`t let you zoom in with keyboard because when you click on screen and start zooming , your mouse is taking the closest mesh as the pivot point for viewport camera, and i think the closer you get it just stops moving cause you've reach that point, at least thats how i understand it. When hat happens i usually rotate the view until the cameras is inside the object and then keep zooming if still needed. Scrolling with mouse or with the buttons in the corner as MJV suggested bypass that issues since there is no mouse-locking on screen. You don't have to click anything to scroll.
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Hi all, I have a Spline in a sweep with Rope tag, all dynamic etc. so i can't convert to poly. So no vertex map either. I have a poly fx affecting the sweep, with Random effector moving out each polygon from that sweep object wherever the Box Field is. Is there any way of getting colour data from that box field that is driving the whole setup ? Or how to map this so i can colour it different way than sweep ? I can always render it twice, but maybe there is a better solution. All in redshift. And all in new node editor. this messy bit:
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Try RS Sprite. You link your material to the Shader Port of Sprite node. In the texture slot you choose your texture. Then connect Sprite to the Final Output. Apparently opacity is not the way anymore. https://redshift.maxon.net/topic/42684/c4d-opacity-issue-with-rsenvirontment-active-not-fully-transparent/5?_=1660039668421
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Haha, my first attempt was a PS4 controller, but i did it as one big, connected mesh... loads of polys so i gave up on that ideaπ Well done @dast Congratulations to all winners π
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Hi all, I thought i will share this tiny tip. I find it very useful . Good for beginners, but also for c4d old timers. It might have been a old feature, but i discovered it recently. When your cursor is in the value field, you can change each decimal place number with keyboards arrow keys. by increments of one. Simply move it to right place (LEFT/RIGHT) and change the value with UP/DOWN. If the value is for example 1 and you want more decimal places, simply press RIGHT and DONW/UP to add another decimal place point number and so on. This one is more common i think : In addition to this while holding ALT button and dragging with your mouse will change the values by smaller increments. SHIFT will change it by bigger increments
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You can try RS Ramp, but instead of tiling it, double the knots on the ramp itself (Right click and Double knots - do it multiple times) . Loads and loads of them. It worked for me few times.
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I fricking did it π few days messing with it and with some random tip from completely unrelated, years old reddit post i manage to figure this out. Almost like jelly fish. But the idea was to make the tentacles being generate randomly over time. It could probably be done much easier with mograph. but i wanted fully procedural setup. Need loads of tweaking but its good enough to start with. File attached. 1609816838_2022-07-1621-51-02.mkv xP - Particles Test - Stick to parent_0002.c4d
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Cannon - Challenege_0002.c4d Fire in the hole !
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Budget pixar lamp π But actually inspired by my real desk lamp DeskLamp - Challenge_0002.c4d
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Hi. I`m trying to do something that`s seems really simple at first glance. But i`m failing again. So idea is that Emitter_A generates particles, that are in motion due to the xpTubulence. Emitter_B which is using xpSpawn modifier, emits a single particle from a random particle of Emitter A, That particle then finds a target (xpCover) and move towards it. Creating a spline behind it with a xpTrail. Now my question is how to tell this xpTrail Spline to keep the starting point attached to the original particles from Emitter_A and move with it ? Aattached example scene with the base setup. Any takers ? π C4d 26. Latest xParticles. I have tried many different ways with Constraints, Inherits, Tendrils, etc. nothings seems to do what i need. There was one moment when one of the setups glitched on one frame, and couple of particles followed the parent, but i couldn't recreate it to work constantly. xP - Particles Test - Stick to parent.c4d
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I had similar issue with latest update. My mistake was putting the content of the INSYDIUM folder directly inside the plugins. When i set it up like you did (Insydium folder inside Plugins). it worked. But that was on Windows 10. Probably long shot but maybe try the other way then ?
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Huh, brilliant idea for a challenge ! Nice one. With the limited time for any personal work ,this seems ideal. Challenge accepted π
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Ok, strange, I've tried this many times and it usually works well, even in 3ds max with the worst gradient tool on the planet π Maybe you have to size it correctly ? If the light is as big as on your c4d screenshot then it will lit it sharp and bright, cause the edges are outside the mesh 'projection mapping' if that makes sense.
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Use a gradient in the Light texture or Light material. That will fade the edges and create more softer reflections. That's the easiest way I guess, not very physically accurate i would say. Your light intensity shouldn't be too high, otherwise it will burn the 'edges' of that gradient and will create sharp reflections.
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Seems like whenever i post a question in here, I find the solution myself not so long after π File attached if anyone is interested. Video file also 2022-03-28 22-13-12.mkv xP - Fake xpInfectio Triggerred with xParticles.rar In the xpScale - `Parameter to Change` should be set to SCALE, and in the mapping section Parameter=Scale Value map to Age (the longer the age the slower and smoother the growth What controls the distribution of new particles is the Weight map loaded in the Emitter>Object>EmitterShape set to Object>Weight map is loaded in the Selection field
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Me again, more problems π Im trying to render a single frame from a animation. I have a simple XP system, particles flowing on a splines. It has all been cached. I can smoothly play it in viewport, back and forth. IPR (Redshift) can render it at any frame. Only picture viewer is having a stroke trying to figure out how to render it out. Ive had this problem before but I`ve managed to render it out somehow. Usually by just playing with the offset on the Cache object, but this time i cant get it right. Am i missing something ? Or is it a bug ?
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Nice one, learn something new everyday. Brilliant setup @bezo.
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Awesome, No worries π I tried to make it more procedural, so you still would have bend and other options ,but for now i cant see any solution that would do it better. Connect tool technically should connect any object and weld points, but it didn't work on a spline.
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Oh, my bad, i was expecting the spline to end and start at the same position after bending, needed removing few points. Now should be ok. Please confirm π You do lose the bend thou, not sure if that helps in that case Tubes around tube loop.c4d