Jump to content

Smolak

Registered Member
  • Posts

    321
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by Smolak

    It would be great that newly created instances have the same layer that reference object.
  1. It can be done using Cineversity Layer Comps : CV-Layer Comps [Video Tutorial Playlist] - Cineversity Training and Tools for Cinema 4D There is also AutoLayer plugin : https://ambiclusion.gumroad.com/#omFgA
  2. This one solution is good too : Scene with simplified user interface to select objects : ground_collision_xpresso_user.c4d I did the same using Capsule but the problem is that it doesn't update in realtime while moving object. To make update there is need to call Refresh View command. Is that Scene Nodes limitation ? ground_collision_Capsule.c4d
  3. Right, I forgot about minimum value 🙂
  4. For box B you had two clamp targets - this is why it jumped. With only one target it doesn't jump anymore.
  5. Try changing constraint tag priority. Sometimes it interferes with generators.
  6. There is also ctrl+shift method if you want to scale values using their actual values proportionally. But using shift for this is very bad idea because generally shift makes moves more coarse and speedup adding values too much - it is not as sensitive.
  7. Hi Deck, Thank you for tip. That's interesting idea not only for using with displacer but for positioning clones !
  8. "Locked Position" must be checked if we don't want to mess whole scene while reopening it because all objects using constraints will lose their positions.
  9. Attached simple scene. Placement tools is no way because I need to change terrain displacement during time. Constraints are good but they need to set every time locked positions. Also is there way to search tags by their name ? I noticed that there is way to add these constraints to special layer and select them all after that using "select from layer" command to switching locked positions for moving objects. The need of unlocking and locking them every time is very confusing and badly... stick ground disp.c4d
  10. Thank you all for very instructive informations. I will try them all. As for scene - I mean very simple ground plane displaced by Displacer and objects on it like people, plants etc. This scene will not be animated at the moment but I'm interesting with animated too in the future. Objects will be moving to different positions manually using Takes.
  11. Hi, I need objects to be sticked on the displaced ground. I tried constrain clamp tag but it reset position of every object after scene is reloading. Using "lock position" for every object after changing position is time consuming. Is there any better way to do this ?
  12. Otoy, Octane big deals. OctaneStudio+ Ultimate Black Friday Bundle Now Available! Featuring Greyscalegorilla+, Mol 3D, Cascadeur, KitBash3D, World Creator, EmberGenFX, MetaFaces and more. OTOY • OctaneRender: Purchase
  13. Hi, Some time ago there was lessons about scene nodes. They was very great. Many people ask about them. Why they are gone ? Why there is no way to buy them for new users ?
  14. Maxtree models 40% off MTBF2022 code Maxtree – 3D Plant Models | CG Assets
  15. Some tips : https://youtu.be/AOQYMU14QWs Tip - 240: Create a random polygon selection using Fields in Cinema 4D - YouTube
  16. Also InstanceMan but doesn't work in C4D 2023 InstanceMan for Cinema 4D (roberthitzer.de)
  17. Is there way to have dialog box opened in new window to set name of newly created selection tag ?
  18. Please see attached videos. There is problem with normal map color space and rotated UV map islands. NormalMap_PackedUV_ColorSpace_Problem.zip Also I was wrong - problem is with Non-Linearized Normal Maps. Making AutoContrast in Photoshop works the same as changing ColorSpace. NormalMap_after_Photoshoop_AutoContrast.zip
  19. This issue is only visible using normalized normal maps version like this attached.
  20. No overlaping uv. I will send scene soon. Please compare normal maps with more power than usual to make them more visible using automatic packed uv and cubic or box projection.
  21. Yes. They are propery aligned. Only way to resolve it is to rotate affected uv islands by 90 or 180 degree
  22. Hello, Anyone noticed that there is serious issue with normal maps while using UV unwrap or automated packed UV because UV islands are randomly rotated and it cause shading issues while using normal maps ? This is more noticeable on box type objects like this :
  23. It can be easilly done using UV Rectangularize command : Just select individual polygon loops ( three in above example - left, top, right ) and be sure that they are not connected by removing or deselect common polygon.
×
×
  • Create New...