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HappyPolygon

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Everything posted by HappyPolygon

  1. Looks like color banding. I suspect it's a renderer Issue. Complete your profile so others can make software-tailored suggestions.
  2. I think you're looking for the Soft Selection Mode. Also consider the Smoothing Deformer for post-modeling smoothing...
  3. Is it a procedural shader or a texture ?
  4. Sorry, wrong thread. I meant to post in the Voxelizer thread...
  5. You seem to have a well-rounded knowledge of renderers out there.... I was searching for a person that uses Octane... I was thinking on buying Octane but then saw OTOY just rents it ... big disappointment but then saw they have a "OctaneRender® Offline USB Dongle". Any idea what that is ? Is it a one-time purchase of the renderer or a thing to keep the renderer working without internet connection ? Really ? Did I understand correctly ? Is Octane working only when online ?
  6. I think it's easier if the fundamental shape is a double arc It saves you the step of constructing a double branching and figuring out the angle at which the small branch should be positioned... Don't you agree that it's easier ? It means that the new copies will have to be generated at control points 1 and 2. But yes the most basic shape is an 108 degrees arc which at the end is just radially copied by 5.
  7. It's on their roadmap plans for the future but it has been there for a long time. https://trello.com/b/QASr74yB/redshift
  8. Thanks. Any idea why I can't use the same Iterate Collection for both color and geometry ?
  9. What sorcery is this ? What's the purpose of it ? The only difference is that the Mesh Primitive type has Coordinates. Hmm.... this doesn't do anything. Only a Cube is generated. Still nothing... It's a miracle ! Without color So one observation and one question. Things got more complicated since R23. But I also see that it now looks more logical ! In R23 I wouldn't get the reason of having the Cube and the Iterate Collection plug to the Color Op, where as in 2023 it's totally logical to have the Color plugged to the geometry and have the geometry and the distribution plugged to the Matrix Op. 1. Why can't I use a single Iterate Collection for both color and geometry ?
  10. Are you sure this thing moves like this in the real world ? The way I perceive this is that it can move up just a little bit.
  11. It will definitely be supported in Redshift 3.5.X
  12. How does the Spline Mode work ? 'Cause I'm inputting a spline and nothing happens....
  13. How do I convert this R23 graph to 2023 ? (screenshot from documentation) I have this
  14. Are any plans to include Spiral Surface Blue-Noise Surface Scale Blue-Noise Trefoil ???
  15. The free assets include 40 models suitable for use in architectural visalization, games or motion graphics projects, including furniture, home furnishings, pot plants, and environment objects like rocks. The models are provided in a range of file formats, including 3ds Max (.max), Blender (.blend), Cinema 4D (.c4d), Maya (.ma) and SketchUp (.skp), and in FBX format for other applications. Renderers supported include Arnold, Corona, OctaneRender, Redshift and V-Ray, plus Blender’s Cycles and Eevee; and the assets come with texture maps between 1K and 8K in resolution. There are also 55 PBR texture sets, including bricks, tiles, concrete, metal, plastic, wood, ground materials and fabric, provided in PNG format at resolutions between 1K and 4K. You can choose between specular/glossiness and roughness/metalness workflows, with the other maps provided including diffuse, displacement, normal and ambient occlusion. Finally there are 8 HDRIs available to download for free, all exterior scenes, taken at different times of day, and provided in HDR format at resolutions up to 18K https://www.poliigon.com/search/free
  16. Is this possible ? MoSpline can't handle it. Cloner cannot self-reference.... I'm out of options. This is a self-referenced arc of 108 degrees. Each subsequent arc that is positioned at the end of it is reduced in size by 1/Phi. The reduction factor can be any number, what needs to be resolved is the self-reference.
  17. Is the Spline Copy object a plugin a capsule or custom icon ?
  18. Actually you don't even need the voronoi grid.c4d
  19. I'm not sure it's possible to use capsules to select any polygons with less area than a certain value and delete those because as you can see as the matrix moves some fragments get smaller near the edges making some clones appear denser on those parts. grid.c4d
  20. Clones are distributed in reference to something else like polygons, edges, points etc. So in order to make them offset you need to offset those references. An other way of doing it would be to set it to Polygon Center and offset the polygons of the distribution surface. This can be done using the Voronoi Fracture with a Matrix as a Point Source. Just move around the Matrix and have the topology move too. But you won't be able to offset forever as the Matrix is finite in dimensions....
  21. Just use more splines. You can use one spline in a single cloner and set it to linear and then put it on an other clone. The fist clone will be considered a spline itself because it generates only splines. Then you can offset en mass. But only to the direction of the splines. If you want to see an offset to any direction just rotate the spline cloner and use a cube with a plain effector set to Visible on the top clover to delete any instances getting out of the cube.
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