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hyyde

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Everything posted by hyyde

  1. Hi all, Can someone shed some light on 2 legal issues i'm having ? 1) Couple of years ago I've created 2 little animation for my client (Client A) who was using them in a bigger project for his client (Client B) He had NDAs with his client, i had NDA with him. All went well, projects were finished, sent over. Everyone was happy. Some time later i found both of these animations published on Twitter and on the Client B website. So it was made public and according to a gov.uk website the moment projects was publicly available all NDAs lose their legal power and can't be enforced. Some more time later, i asked Client A if its ok for me to put it up on my portfolio website. He asked if i can remove any logos and branding from every shot in which is visible. It appeared on the product and the packaging of said product. Now i don't mind removing all that (bit of extra work and it will not looks too good), but my question is : can i still upload those anims in their current state (with logos etc) or do i actualy have to remove all brands ? Is this something that can get me into some legal troubles if i'll leave it ? 2) More of a gerenal question regarding a personal project (non-commercial) about using branded product - what is the law saying on that ? Its a simple animation of headphones but it's a popular brand. I made no money on it, its only for portfolio upgrade. Can i use it with brand name ? I've seen thousands of projects of popular brands ( cars, phones, absolutely anything) and seems like it is not illegal to use it in my portfolio or social media. Am i correct ? Thank you.
  2. I tried once but it didnt work. Cant rememeber what was wrong with it. Plus not sure how it would handle materials.
  3. Hello guys. Vor Fracture cache issues - chapter 2. I ve rendered out 225 frames, most of it with very simple vor frac animation - heapdhones are fractured into lots of pieces and scattered around using inheritance effector via simple sphere field, no sounds fields this time, basic linear anim ( with matrix grid as the inheritance target). Different anim than the one from above. Same issue thou. Now, my pc died at night leaving me about 90 frames to render. I am trying to re-render those missing frames but no matter what i do the render is different. Not only to the one i rendered out already but also to what I'm seeing in the viewport. I simply cannot render it from a specific frame , it has to be re-rendered from first frame in order to get the same result. Fracture was cached beforehand. Is there something wrong with fracture itself (bug ?). Any work around to get it done correctly every time ? I want to render what I'm seeing in the viewport not some random stuff. Thanks for any tips and suggestions.
  4. Morning all. Finally got some decent looking electric arc going on. All procedural. Video and c4d file attached. Add your mesh to Connect object and its ready to go. Simple enough but its using Nexus constraint to get stupidly quick result. Can be replaced with standard Constraints. Muuuch slower though. The xpCover controls where it will shoot the particles (nearest point in this case, few other options there) Enjoy. 1630455350_xP-Electirc.mp4 xP - Electirc__0008.c4d
  5. Ahh i see. well i left that button ticked on. Not sure if it helped then. And no, i havent try to replace it with cloner. Ive noticed the difference when SDS was set to 1/2 during caching. When changed it after caching, it screw it up a lot. But then i did bunch of test with SDS set to 1/1 all the time, no changes, and results are above. The same exact setup was used in the Car test scene, no issues there surprisingly.
  6. Ive had some progress on this issue. But still not working as it should. So I've retendered my main render and the 2nd one over night - glass version of the same stuff. That's was 3rd try. Results are promising and possibly good to use now, i will test in post at some point. But there are still random frames that render wrong. But maybe if ill try rendering them individually it will randomly work. I will submit a test scene later. Im just finishing rendering that glass render and i dont want to stop it now - dont want to mess it up at this point and i have to restart C4D to do a propper test. Im testing it on a brand new fgile , with different object ( car) complex enough to cause issues. So far it was quite simillar to this test. most of the frames is fine except few random ones. Example of the issues from main renders and glass one. progressive mess. It seems like they are moving (most of them) in the same way but the values of the transform is different. EDIT: Well the test scene with a car works fine, of course. Files attached just in case (cache file and few test frames from 2 seperate tests to compare with yours) 828139455_MoGraph-Vortest.rar
  7. That wont be easy. But ill try. I was hoping that someone might know a magic trick before i go and further and try to recreate this file in a way that i can upload it here.
  8. Hi all, I have a 'not-so-simple' setup with Voronoi fracture using standard Plane with 200 segments to slice a mesh to the rhythm of the sounds (Sounds fields). I have cached it out, to a file at first, but whenever i try to render it, it is different every single time. Sometimes its going completely bonkers, all over the place. Sometimes differences are minimal but it has to be identical to the main render. Someone mentioned to use internal cache instead of saving it on drive. I thought it was working fine, but i think it was just a lucky try. I haver also tried alembic format, but that was also very messy, it did not bake the anim the way it was originaly. Its not dynamic or anything, simple mesh jumping up and down. So no way of telling it to be more precise. Are there any tricks to cache Voronoi fracture correctly with sound effects ? Edit: I just noticed this button in the voronoi f. Save result to file... Is this needed for caching ?
  9. Hi there. I dont have too much experience with liquids in xparticles, but i believe you have to fill it up first, with the sim, and then do the pouring. To fill it up quickly, i think you change the Emission type to hexagonal. and set the emission source to object > volume (all in the default xpEmiter). and maybe shoot the particles on 1 single frame and let it settle for some time. Then having the bottle already animated, let it do the pouring. I would start with it, But im sure there should be a slightly better more efficient way.
  10. Hi, There is a plugin from Cinevercity that does some selection magic. Not sure if it does nth poly selects. https://www.cineversity.com/vidplaylist/cv-parametric_selection_tag Worth checking.
  11. 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.
  12. 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.
  13. 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:
  14. 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
  15. 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 idea😄 Well done @dast Congratulations to all winners 😉
  16. 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
  17. 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.
  18. I fricking did it 😄 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
  19. hyyde

    99 Polygons

    Cannon - Challenege_0002.c4d Fire in the hole !
  20. Oh, sorry about that. I think it wasn't the first time i did it... Seemed like a place to ask about plugins 😄 Ill keep it in mind. Thanks.
  21. hyyde

    99 Polygons

    Budget pixar lamp 🙂 But actually inspired by my real desk lamp DeskLamp - Challenge_0002.c4d
  22. 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 ? 🙂 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
  23. 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 ?
  24. Huh, brilliant idea for a challenge ! Nice one. With the limited time for any personal work ,this seems ideal. Challenge accepted 😉
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