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Everything posted by HappyPolygon
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Simulation - trigger inflation, floating and color change.
HappyPolygon replied to dacian's topic in Cinema 4D
I'd use the Force Field for this. Set the scene gravity force to 0. Use a solid Field Layer for the Force Field with 0 strength. Just animate the strength after everything else has taken place, For the color change see this post -
Simulation - trigger inflation, floating and color change.
HappyPolygon replied to dacian's topic in Cinema 4D
The solution is too complicated. But, yes, it can be done and you also described the solution. VertexMaps for the simulation, Fields for the vertex maps, vertex maps for the materials (use the Vertex Map Effect as a Mask under a Layer). Chris would love that kind of question yesterday in RocketLasso. -
Yes ! Thank you ! The old trick "Vertex of a Vertex"... I wonder if they will replace this with the appropriate Layer effects. As it is there could be potential priority issues, unnecessary computational burden and of course it negates the "intuitive" C4D moto.
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I thought there was a field Layer for making vertex maps from surface curvature or cavities... Am I confusing the feature from an other app ? i don't want to use the AO material shader. Also can't find the "blur/smooth" effect on fields... Chris blurs fields all the time...
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Thanks for that. I got rid of the Store Selection capsules using Active. I missed that because the Help link did not work on Selection String of the Extrude capsule. Broken help links on capsule attribute is very common and I was mistyping "Selection String" as "String Selection" in the docs, returning nothing useful.
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@Hrvoje I remember up to R25 Noseman and others when explaining how SceneNode Capsules worked, telling us that the way the operations worked resembled how classic modeling tools works. So if you extruded polygons of an object the last active selection will be of the new cap polygons, so when the next capsule did something else that action would only apply to those polygons. In 2023+ this behavior has changed. Now capsules act like deformers applying to everything. Is this due to the introduction of String Selections ? How do I manipulate only the last created polygons ? The Newly Formed node isn't a capsule so it doesn't work in OM. P.S. Nevermind, I figured it out, I have to make a new Store Selection Capsule after every new transformation. I don't remember it working this way but as long as it works i'm fine with it. The only downside is that I have to name every selection.
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Sounds weird to me. I don't think many companies do that often. The place fills with complaints that might even harm the reputation of the release.
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The just want to be safe against any unforeseeable possible future threat.
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Maybe they don't want people to use words in AI prompts like "a scene rendered with C4D/cinema4d/redshift"
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Why apply for beta testing then ? Looks like a side-job for people that already work for Maxon. Considering this it's a good thing it's an invitation-only thing. I don't know about statistics, but from the number of bugs reported from this site and users in general it looks like there is never enough beta testing.
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If you are interested, I don't thing Beta testing for MAXON is a full time job. It's not like actively searching for bugs and get paid for it like in the game industry. It's like a side-job for knowledgeable people on the graphics industry that also work with C4D. The only cool thing is that you get to try new features before released with the general public.
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It doesn't look the same to me... I don't know if this OSL shader has more capabilities than just setting up a box.
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I tried that on a test project but didn't clone anything...
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MAXON EULA states this: Doesn't seem to be effective at all. How can they know if a bot grabs a C4D rendered image from the web to train an AI ?
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Surprize... it does get called Paralax Shader. I've found a Blender tutorial but it still has a major difference as this looks like layers of textures on top of each other where as in Spyro it looks totally solid.You can fake depth on textures in C4D using the compositing tag to reflect a geometry not seen by camera but that's much slower than that...
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I was playing Spyro the Dragon again (for 1000th time) but this time the remaster. I noticed that the crystal texture that is used heavily in the Dream Weavers world has some very nice 3D parallax. Is it similar to that "I-don't-rmember-how-its-called" box texture used to fake depth to building rooms in games ? Can this be replicated using a Normal map in a weird way on other channels ? Can it be replicated in any other renderer like Redshift, Octane or Corona ? Video Project 2023-08-06.MP4
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I think I've asked this in the past but can't find the post. Where should I assign all CGAxis channels ? Texture Map -> Channel/Reflectance Layer Diffuse = Albedo -> Color/Layer Color Normal -> Normal/Bump Strength ? Reflection -> Reflection Strength Glossiness -> Specular Strength Roughness -> Bump? / Bump Strength ? Height -> Bump/SubPolygon Displacement? / Bump Strength ? Alpha -> Alpha or Transparensy ? Emission -> Luminance Translucency -> SubSurfaceScattering AO -> ? Is there any particular reason for someone to use the Bump map instead of the Normal map, or they should both be assigned ? Second question ... How the heck do they create maps for AO, Reflections, Normals and Height from photos ? Is there some special equipment to read so detailed depthmap ?
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Arrow wave modeling and rendering translucent planes
HappyPolygon replied to Eudes Fileti's topic in Cinema 4D
@Zerosixtwosix -
@Cerbera
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Nitroman's magiccenter doesnt work anymore, any replacement ?
HappyPolygon replied to levente gyulai's topic in Cinema 4D
Try contacting him and request an updated version. -
Latest news https://www.creativebloq.com/news/adobe-staff-ai-concerns
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Arrow wave modeling and rendering translucent planes
HappyPolygon replied to Eudes Fileti's topic in Cinema 4D
Ah... the rig is contructed in a way that it doesn't allow for two colors. Ask 0626 to split it in two. Cause I'm lost with it. -
ISBN: 0849390508 | 324 Pages Abstract: Rapid advances in 3-D scientific visualization have made a major impact on the display of behavior. The use of 3-D has become a key component of both academic research and commercial product development in the field of engineering design. Computer Visualization presents a unified collection of computer graphics techniques for the scientific visualization of behavior. The book combines a basic overview of the fundamentals of computer graphics with a practitioner-oriented review of the latest 3-D graphics display and visualization techniques. Each chapter is written by well-known experts in the field. The first section reviews how computer graphics visualization techniques have evolved to work with digital numerical analysis methods. The fundamentals of computer graphics that apply to the visualization of analysis data are also introduced. The second section presents a detailed discussion of the algorithms and techniques used to visualize behavior in 3-D, as static, interactive, or animated imagery. It discusses the mathematics of engineering data for visualization, as well as providing the current methods used for the display of scalar, vector, and tensor fields. It also examines the more general issues of visualizing a continuum volume field and animating the dimensions of time and motion in a state of behavior. The final section focuses on production visualization capabilities, including the practical computational aspects of visualization such as user interfaces, database architecture, and interaction with a model. The book concludes with an outline of successful practical applications of visualization, and future trends in scientific visualization. The fact that this book showcases things we only got after 2015 (tracer) (voxels ?) or still to see (ok, this exists but in CV tools) I've no idea how this works and I'm too afraid to know
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Arrow wave modeling and rendering translucent planes
HappyPolygon replied to Eudes Fileti's topic in Cinema 4D
What orthogonal bars ? The planes on which the waves travel on ? S&T has some issues with transparencies. The best I can think of is to just render in a loop each wave separately (from orthographic views) with a light-colored background (red/blue accordingly). Make a new scene and put the videos on materials with Alpha to make the background transparent and assign them on their respective planes. Just put a new rectangle spline with the same scale on each plane and paint it with the respective color with the S&T material again to make the frame. Allow S&T to only render the splines and the rest with the standard renderer.