dacian
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Everything posted by dacian
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I have a cloner with a few dozens objects, that each have 3 materials assigned with selection tags. I need to do a Connect Objects and Delete in order to put the whole resulting mesh in a Spline Wrap. The problem is that this results in hundreds of selection tags and material tags (one for each selection tag). This crashes C4d and RS when I try to render. Is there a way to merge all identical material tags? And also merge all selection tags that use the same material? Thanks!
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Thanks everyone for your contribution! I want to show you the project I'm working on. I'm inflating the Nakagin capsules and making them float away, as an homage to the building, that was demolished last year. In the forces clip - I am able to control the float and scatter of the clones with a Turbulence and Field Force, both using Fields for their strength. But I can't get the ballooning effect (new sim cloth tag) to be controlled by a field. I want them to inflate starting from the top, not all at once. Using fields in Mix Animation interferes with the Turbulence and Field Force and they don't float any more. In the third clip there's a mockup of the inflation I want to create, based on Vertex Maps. To add another level of complexity, I want the windows to stay in place on the clones, even eventually have some of them fall off as rigid bodies. I haven't figured out how to do this yet. The final model of the capsules is more complex, and this will bog down the simulation. This is my first personal project using simulations, and any help is greatly appreciated. If anyone's interested I'll share my progress and final result. forces.mp4 balloon.mp4 inflate.mp4
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I want to create the following effect and am wondering if there's a way to do it with Simulation. Starting with a cube, I want to inflate it like in the screenshot based on a vertex map with fields. I want to trigger the beginning of the inflation with a field. Is it possible to do this with the Cloth Tag? I want to change the material color based on the strength of the inflation. I'm guessing I can use the Vertex map here too? I want the material to become slightly translucent when it's inflated. Finally, I want the inflated cube to float up based on the lightness given by the inflation. Not sure how to begin to do this. Any ideas? Are there any tutorials out there on the inflating and floating away part I know how to do a few of these things individually but not together. Thanks!
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happypolygon, thanks so much for the file! the solution with the shader field is great. but since i'm modifying the number of clones for creative reasons, I didn't want to fiddle with gradients. Your solution with the cloner field is amazing too. I'll definitely use that one in the future!
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zerosixtwosix thank you for the explanation and I'm really grateful you took the time to create a video! It works even for grid cloners so I don't need to nest two. The way you used the formula as a field is a nice touch. Thanks for all of your tutorials on youtube as well!
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Can you please explain? I'm attaching an image with what I'm trying to do - I want to move the clones up a bit in this case. On the right is the result of your formula on a 4 x 3 x 5 cloner. On the left is the result I want, done with a selection tag (but I don't want to use selections since I need many clones) I want to select and move every other stack of clones. So skip the first 4 x 3 clones, then move up the next stack, and so on.
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Can anyone help me with a formula for the formula effector? I know you can use id&n to affect every nth clone. But what's a formula to affect let's say 50 clones, then skip the next 30, and then affect 50, skip 30 and so on? I want to be able to choose the numbers 50 and 30 in this case. Thanks!
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Thanks for taking the time to make the video! This did work with some notes for future readers: The material needs to be a Standard material, not Nodes. The image is loaded in the color slot of the material and in the Shader Field the channel is set to Color and the texture is loaded via the Material Tag and NOT directly as a bitmap.
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Rotating the projection doesn't work. I found a workaround where I can use a texture tag from another objet in the Shader Field but this doesn't automatically update when I move the other object. I have to disable/enable the Shader Field each time.
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Hi Guys! I have a cloner with cubes and a Plain effector that scales some clones to -1 based on a Bitmap Shader Field. I can't figure out how I can rotate the shader field with the bitmap inside. I want to create a system where I will replace bitmaps and position them to hide different clones. Any tips? Thanks!
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Thanks for the input guys but it didn't work. I found another solution that seems to work - I cloned the lights on a Matrix object. And the Matrix can be deformed and it propagates to the clones.
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I'm trying to use a bend deformer on a cloner set to grid. It works as expected with cloned geometry but doesn't work when I replace the geometry with a redshift area light. Any Idea why that is and how to fix it? Thanks!
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Thank you! I'm also new to capsules. I originally tried the selection string in the Inset capsule but leaving it empty did nothing.
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I wonder if anyone has a tip for a specific problem I have. I'm using the Divider plugin with the Inset node operator but for some reason it insets only a few of the polygons in the Divider. How can I make it so that it insets all of them? I will need all the inset polygons later to use in my existing animated scene. Thanks!
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I have a complex scene where I use cloners, effectors, booles on the clones and some xpresso gathered from tutorials. The scene is heavy but works fine. But from time to time when I uncheck the "enable scaling" option in a cloner, the scene "breaks" in that some cloner settings are not respected any more. If I close and reopen the scene again, it's still broken, even though I hadn't saved it broken. All I can do is delete the broken cloners and re-import them from other files. Then they work again. Is there a way to reset the broken file to its saved state that worked fine?
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I'm starting to work with 3d for websites and am wondering if anyone has any tips/resources for exporting glb/gltf files from c4d. I found this website with very interesting possibilities https://www.khronos.org/news/press/new-gltf-extensions-raise-the-bar-on-3d-asset-visual-realism I managed to export some simple animated objects from c4d but I want to take it to the next level. For example animated 3d objects on a transparent background for better website integration. Any experience here? Thanks!
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Hi everyone, I'm trying to get an effect where I move a Field through some clones, scale and move them, and when the Field leaves, the clones return to their original position. I'm attaching the c4d file and some screenshots. I tried to do it without dynamic, using the Push Apart effector, but this makes the clones intersect. With dynamics I get the result I want but then the clones stick to their displaced position. I want them back so the Field can move back in and affect them again. In the end I want to put more complex geometry inside the capsules. Also, They would not be clones, just objects with slightly different heights. Any solution is welcome, with or without dynamics. Thank you! clones dynamics.c4d
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I've read all the blog posts everywhere, seen all the reviews but I still want a Mac Studio (Ultra). Even though it doesn't even come close to the RTX 3090. Is anyone actually here working on the thing? I'm already a mac user, working on a 2019 MBP and feel like I need an upgrade. I'd hate to go back to Windows as I need better hardware for 3d. My impression is that working with large complex scenes would be very fast, but the render times would take a hit compared to the best out there. How's the interactive render in Redshift? I usually render stills at not very high resolution. I would like to play with abstract materials with refraction, depth of field, things like that. Thanks to anyone who has personal experience working on a Mac Studio!
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@MODODO thanks for the reply. Any chance you could post the file for me to learn from?
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I'm new to nodes and I remember seeing in a demo there was a node similar to the push apart effector. Does anyone know what it was called? I'm trying to figure out how to make the clump of cylinders in the image attached (found on instagram). The Push Apart effector is not enough. I need something that works with objects of different sizes, while also getting to control things using effectors (like the tallest objects to be in the center of the clump) Any ideas?
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I was looking for an easy solution that might apply to many cases. For example with a cloner, when you clone on the polygon centers of an object, you can use a clone scale slider to get different sizes depending on the target polygon size. but what if I wanted the cloned objects to have the exact width of the target polygons. Or 50% of that width. Think about a bunch of cloned boxes that are houses. And you want to clone various roofs on top of them that have chimneys and so on. How would you make every roof fit if every house was slightly different in size?
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This might be obvious since it looks like it could be used so often but I can't find an answer anywhere. How can I drive an object's size (not a cube's) based on the size of another object? I see that cubes have size plugs in xpresso, but other primitives like cylinders have only scale. How can I drive a non-primitive cylinder shape to have the same width as the width of a given cube? Or the same question for any non-primitive object.