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Everything posted by HappyPolygon
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Could you make the simplest ever example of a Bool Option ? Like an Enable/Disable subdivisions modifier capsule. No other parameters. Just how to activate or deactivate the node. Dealing with simple values with If and Switch is easy but how do you turn that to execute the same high-level process involving ready made geometry nodes with a small alteration? I want to make a modification to my Cage modifier to have it invert the selection when deleting the polygons but I don't know how to connect the IF or Switch node to the main node tree... In code terms the nodes are functions, making an IF is easy, each condition just calls a different function but with nodes I still cannot grasp how the node tree can fork out so you have a certain branch execute the operations.
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Looks complete to me. What's left ? Sidewalks ? Columns for bridges ? Traffic lights ? Crosswalks ?
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In the meantime you can check these posts that might be useful in some way
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If you can share sources of what you've seen maybe it will be easier to imagine how that could work so we can help you.
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What would a cell division possibly have in common with a Pyro simulation ? Have you seen anything remotely like this ?
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Does anyone know how do I link a Preview Image to the File Link ? Do I select a certain Data Type or is there something with the Advanced settings I should do ? Maybe the Texture link is wrong ? Shouldn't the Data Type be Url ? or the User Interface File Path ?
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Oh, that's why I couldn't find how to assign a sound to the Speaker... So I went to the online documentation of R20 .... nothing works in that page
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spring final.mp4 That hurt my feewings... Houdini has an L-System implementation that why I asked Maxon for one... I guess they also think it's not useful that's why they don't update it with other things I suggest...
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I didn't know you could do that
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Good thing I asked the exact purpose as this is a special case. Use the Turtle. Turtle is your friend. Copy these to your MoSpline attributes You can control the Angle and Movement to your preference. As long as your opposite bars are parallel the setup works as it it. If the bars converge or diverge though, n order to connect them with the turtle you'll need to deform the spline with the Spline Deformer which might be a bit difficult to work with.
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Do you need to draw the angle as part of the model, part of the modeling process or do you need the angle to procedurally display the angle ?
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Made a mistake with the name. https://help.maxon.net/c4d/en-us/Default.htm#html/TMGWEIGHT.html?Highlight=MoGraph My mistake , I take it back. They already have that implemented. It's just that it's not as straight forward as the other tags. You select the tool, then just click any instance and then the Tag is created. Which with only one click will open the attributes or else will revert to the tool attributes. Hmm... still doesn't work though. It doesn't translate the MoGraph weights to VertexWeights. I don't think this is a bug. It's just not built to work this way. Well of course it doesn't ! I'm applying it to the Subdivision object ! Still doesn't work but if it did the VertexMap tag should also be assigned on the Cloner.
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Ah you are right. But it only works if the Field controls directly the Vertex Map Tag. In my setup it controls the MoSelection. You want to corelate the weights of each individual instance to have a global effect on the surface of each corresponding instance. To have for example a Step Effector with Scale enabled to affect the reflectance of a material as the Vertex Map influences the strength of the reflection. Yes that can be managed by either your suggestion or mine I sent last month concerning the MoWeightmap Paintbrush. Currently the MoSelection works in on/off mode, you ether select the instance or not. It doesn't influence the Weight of it. I thought that suggesting a Field compatibility back in R21-R23 would resolve that. So in my last suggestion I mentioned a Fields compatibility with the MoWeightmap Paintbrush. So we can procedurally influence weights on individual instances.
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That's interesting but I don't think the best solution for them is to make an extra Layer Control Mode but fix how the Random and Shader Fields affect MoGraph Selections because it's already posible to pass a MoGraph Selection to the Vertex Map Selection as a Variable Tag Field. The bad thing is that the Random and Shader Fields don't actually assign random values to weights but randomly distribute 0% and 100% randomly to the instances.
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Other News Unity CEO John Riccitiello to ‘retire’, effective immediately Former EA CEO Riccitiello joined Unity’s board of directors in 2013, taking over as CEO from company founder David Helgason the following year. In his nine years at the helm, he oversaw the expansion of Unity, with a string of high-profile acquisitions, including legendary VFX facility Weta Digital, but also job layoffs, and more recently, controversial pricing and licensing changes. Former IBM president James M. Whitehurst has now been appointed Interim CEO, President and a member of the board of Unity, and Roelof Botha, Lead Independent Director of the Unity Board, has been appointed Chairman. The board will now initiate a “comprehensive search process” to identify a permanent CEO. https://www.businesswire.com/news/home/20231009494331/en/Unity-Announces-Leadership-Transition backstory Unity originally announced new pricing on 12 September, with the changes due to come into force on 1 January 2024. The new price structure added new services to Unity subscription plans, including AI platform Unity Sentis, at the cost of imposing a per-installation fee on games created using the engine. The new Unity Runtime Fee was originally due to be charged on games created using any Unity plan, including free Personal subscriptions, once a game reached a minimum installation and annual revenue threshold. It proved to be incredibly unpopular with users, with over 1,000 indie game developers signing an open letter of protest, and Terraria developer Re-Logic donating $100,000 towards the development of rival open-source game engine Godot. In response to the backlash, Unity has now relaxed some of the more controversial aspects of the new pricing. The Unity Runtime Fee will now only be levied on games created using paid subscriptions, and will not be levied on games already created or currently in development. The fee will also be calculated according a dev’s own installation figures.
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Ptex does not work in UVs. It's a completely different system. You don't bake Ptex. And you don't make Ptex compatible with RedShift, you make RedShift compatible with Ptex
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That's done using compositing software like AfterEffects. And it would be easier if you did two renders of the lantern, one without the glass and bars and one with only the glass and bars with Alpha.
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The Connect generator acts like a "Current State to Object" command. When you use the Cloner with the deformer the later deforms only the instance which later is coppied by the Cloner. If you use the Connect then the Cloner becomes a single object with one UV. The deformer will treat it as a single object and not a cluster of instances.
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@srek Thanks. I missed updating. I thought I did but didn't.
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I'll try it later. I abandoned 2024 because Selection Capsules are bugged.
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I made my first Capsule. I call it The Cage It fills the gap of the Blender modifier of the same name with a lot more parameters. I wanted to construct it using the Thicken generator and Bevel deformer in their node forms but the Op-Geometry ports gave me a hard time, I would also make a new Icon but wasn't sure if it would save with the project... Any way here's the scene (haven't tested it on 2023): Cage Modifier.c4d Examples on an Icosahedron: I allow MAXON to replicate and/or modify this capsule and use it on their next update/release with or without the same name.
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How can I control the visibility of several animated softbodies?
HappyPolygon replied to Belljones's topic in Cinema 4D
Control the weightmap of the objects using the field and then use the weightmap to control the transparency as a Vertex Map Shader