Jump to content

Johnny Maunason

Registered Member
  • Posts

    18
  • Joined

  • Last visited

  • Days Won

    1

Johnny Maunason last won the day on May 4

Johnny Maunason had the most liked content!

Profile Information

  • First Name
    Dag
  • Last Name
    Månsson

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Johnny Maunason's Achievements

Rookie

Rookie (2/14)

  • Dedicated
  • Collaborator
  • First Post
  • Conversation Starter
  • Week One Done

Recent Badges

3

Reputation

  1. Your approach look way better indeed @Cerbera! Thanks again 🙂
  2. Now I feel a tad dumb, and apologetic.. I just noticed there was some Anisotropy added in the shader, and removing it pretty much completely fixes the issue, as long as one doesn't get too close. I'm super sorry to have taken up your time with this, and thanks again for helping me out!
  3. Thank you both for looking into this! I must admit I'm pretty clueless when it comes to UVs and Normals, but looking to learn 🙂 Since it's a paid model I can't share it I guess, but here's a screenshot of the UV map and the Polygon/Vertex Normals view guides turned on. Does that tell you anything?
  4. Hi, I have bought a Shark model of Turbosquid that was created with r14 apparently. It opens fine, but there is some issue with the UVW and/or Phong tag it seems. It had a Normal tag on it aswell, which I removed without it making any noticable difference. At first I thought it was the texture that was poorly painted and showed the seems, but after removing it the same problem is still there, and only goes away after I remove the UVW tag. Any changes made in the Phong tag does not have any effect at all. The mesh seems ok and in one piece. So it makes me think that the UVW tag is the culprit, but why is this? Does it have some Phong information or such built in? And most importantly, how can I fix this?
  5. Thank you very much for the quick help @Havealot, that did the trick!
  6. Hi, I have a bunch of planes laid out in a grid pattern, which all have the center axis point set to the bottom left of their respective geo. What I want to do is be able to have these planes scale down towards their center point and control the scaling with Fields. If I chuck these in a Fracture object and use a Plain effector Mograph seems to only be able to scale towards the center of mass, and not their actual axis. Is there a way to make this happen? It feels like it should be an easy fix, but I can't for the life of me figure it out, so I would really appreciate some help! Scale_Clones_to_Individual_Axis_v01.c4d
  7. Hi, I have a very basic setup with a Mospline in Simple mode being affected by Wind and Gravity forces so it gently sways around, easy peasy. The thing is that I need to seamlessly loop this animation eventually, but as far as I know there is no built in loop functionality in the forces. So I thought I would cache the Mospline animation and see if I can do a loop that way somehow, but caching it is not working unfortunately. Is it possible to cache Mosplines at all? And primarily, is there a way to loop this "simulation", preferably without baking to Alembic or making the setup way too convoluted? MoSpline_Wind_Cache_Issue_v01.c4d
×
×
  • Create New...