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HappyPolygon

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Everything posted by HappyPolygon

  1. How does the Spline Mode work ? 'Cause I'm inputting a spline and nothing happens....
  2. How do I convert this R23 graph to 2023 ? (screenshot from documentation) I have this
  3. Are any plans to include Spiral Surface Blue-Noise Surface Scale Blue-Noise Trefoil ???
  4. 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
  5. 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.
  6. Is the Spline Copy object a plugin a capsule or custom icon ?
  7. Actually you don't even need the voronoi grid.c4d
  8. 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
  9. 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....
  10. 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.
  11. There has been a suggestion for it over a year now and I think Chris Schmidt also put some pressure for it to be implemented in the future. 2 months till next release 🤞
  12. It doesn't always work as intended ... Probably easier to construct in RedShift.... Blending Materials.c4d
  13. I'd use the Spline Mask with a simple rectangle to cut the unwanted region off. But you need to manually animate the rectangle to keep up with the particles.
  14. I think you can use the Mesh deformer for this case.
  15. While experimenting I found a weird behavior of the Seed parameter of the Random Selection Capsule. If you increase or decrease the Seed value the selected polygons seem to shift left or right respectively as if the random pattern is predetermined on a space extending the surface. (it also doesn't seem too random as the pattern looks like it also shifts a row higher) I'm sharing in case it's usuful for someone wanting to make this effect.
  16. Weird that the site provides a 3D model ! It seems it's a one-way mirror. I don't think any renderer can replicate this effect. You can simply make a semi-transparent mirror/metal material for this. When the lamp is lit make it 50% opaque. When the lamp is off and the room lit from other sources crank the opacity to 100%. WIP looks fine. Try rendering an HDRI from the room to apply on the reflective surfaces to speed up render times.
  17. What if you skip that frame and not render it ? Who's gonna notice a tiny particle ? 😅 You might need to re-bake the particles or just change the seed of the emitter or something silly...
  18. Without scheduling it for an animation, if you render those specific frames (one before and one after the popping) in the Picture Viewer does the pop still happen? If you render in the viewport does the popping still happen ? Are you using R2023 or older version? (fill that to your profile) What renderer do you use ? (fill that to your profile too) Are you using any plugins like Xparticles ?
  19. Does the pop happen when previewing in the viewport ?
  20. hmmm... maybe dynamic splines or rope with a Force Field could make those clumps
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