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Everything posted by HappyPolygon
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3D Vehicle Challenge - Pwnisher's latest challenge
HappyPolygon replied to HappyPolygon's topic in Discussions
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Sounds like an NFT plugin. Cairyn had one here https://cairyn.gumroad.com/l/CollieVariantGenerator And there was one similar here https://www.3dtoall.com/asset-juggler
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Update on various DCCs and CG technologies. (March) - Regularly Updated
HappyPolygon replied to HappyPolygon's topic in News
*bump* Added Nvidia and Shutterstock to build AI text-to-3D service Silo 2023.2 Substance 3D Modeler 1.2 FumeFX 6.0 for 3ds Max Unity AI Photoshop 24.3 Magic Squire 7.0 -
There's a simpler way for this. You model your object the usual way and then you just put it under the Voronoi Fracture. If you use the Matrix Object in Grid mode as a Point Generator you get brick-like pieces. Then, using Effectors, Deformers or Capsules you can bevel the edges or distort the surface or whatever of each brick. If you need a custom brick, in the Cloner, go to Grid Mode -> Form -> Object. But it wont give you the LOTR results, it's used mostly for "voxelized" stylization.
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Like this ? orbits.c4d
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No one can 😆.
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Title: Procedural 3D Modeling Using Geometry Nodes in Blender Secondary Title: Discover the professional usage of geometry nodes and develop a creative approach to a node-based workflow Review "I have had the pleasure of working with Siemen Lens on various visualization projects, from furniture visualization to visualizing biotech installations, where moving elements were also particularly important. Siemen is always looking for ways in which a visualization can still be improved, preferably by harnessing the processing power of a platform, making maximum use of parametric functions and Geometry Nodes. As a result, he achieves the desired visualization faster. What is particularly striking is that Siemen repeatedly manages to have enough info with a small briefing to realize a professional rendering. Siemen thinks visually and can effortlessly translate this into a strong way of working out graphics within a parametric environment. With this book, he shows the thinking frameworks you need to get to a result quickly. Always seen from a practical angle, Siemen takes you into the world of Blender" About the Author Siemen Lens is a CG Artist who excels at photorealism. He studies Multimedia in Antwerp. His specialty is to create abstract yet photorealistic renders using Geometry Nodes, Physics, Texturing, and various other techniques in Blender. He also uses other software like After Effects, Illustrator, and Vegas Pro. Siemen has worked as a product render designer in a Furniture company. He has also worked at PartydoosMedia, a Dutch digital graphic design agency. His goal is to create visually convincing CG Art that is pleasing to the eye. With this book, he aims to get you well versed with Geometry Nodes. ASIN : B0BJ7FLZ5S Publisher : Packt Publishing; 1st edition (March 17, 2023) Publication date : March 17, 2023 Language : English Print length : 282 pages https://www.amazon.com/Procedural-Modeling-Using-Geometry-Blender-ebook/dp/B0BJ7FLZ5S?asin=B0BJ7FLZ5S&revisionId=f7ad7397&format=1&depth=1
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How to convert texture into a vertex color tag? (+ point cloud rendering)
HappyPolygon replied to a topic in Cinema 4D
I had answered a similar question here You can see the example here vertex to texture.zip Take a look at it and ask for clarifications if something is hard to understand. As for having the point cloud project color on nearby surfaces I don't think that is possible. You can assign points or particles to fields but the color is not transferred to the Fields. Fields are meant to transfer color to other entities and not the other way around. So you'd need to group your points based on their color and assign them as fields with color. Of course this is not possible to do manually if there are dozens of colored points... I'm not sure if it's possible to take the color from each point of the vertex map and assign it to a number of objects like omni light instances for example... So you could fake that color projection... -
I found out that it's not only the geometry that kills render time but also alpha maps on textures for leafs.
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Future Shock Part 2 (Wonder Studio for the VFX Artist)
HappyPolygon replied to 3D-Pangel's topic in Discussions
It does provide a "Clean Plate" function. I dread the moment when everyone will be capable of replacing themselves with demo characters or ready-made characters. I think this app will be mostly used for recreational purposes rather than professional work. Teenage TikTokers, game streamers and youtubers everywhere will be using it. -
Read this article about the new Anti-AI AI-tool that will try to protect your artwork from AI crawlers. Glaze will attempt to cloak an image in a way that the style of it will be recognized in a wrong way by AI mining bots. This seems to be the first attempt of an application using AI to protect against the recently controversial AI tools like Daydream, Dall-e and Stable Diffusion. The tool works in both ways ensure a verification of its own output. The app is free but is also terribly slow and it can create visible artifacts.
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Update on various DCCs and CG technologies. (March) - Regularly Updated
HappyPolygon replied to HappyPolygon's topic in News
*bump* -
Currently nominated for an Academy Award, Cole talks about his art, career and all things ‘Avatar' in this article. Although nothing explicit is mentioned about C4D it is obvious it was used for pre-vis, concept art and modeling assets.
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Are there any Ivy generator alternatives for C4D 2023?
HappyPolygon replied to Stefano Strika's topic in Cinema 4D
Ivy Generator is a stand-alone application. You can use it parallel to C4D. http://ivy-generator.com/ It's most usuful for static renders as it doesn't provide any animation. -
This plugin doesn't simulate anything. It just converts polygon edges to splines based on simple neightboring rules. But artists like to think out of the box and use unrelated things to give the impression of familiar forms. Like Bod Ross used certain brush strokes to paint dozens of leaves on trees with one move, we can use this tool to select "branching" edges to give the impression of veins, vines, tubes, corals, neurons, circuits, networks, cables, lightning bolts, rivers, roads etc... one can go so far as to using it indirectly for modeling flow maps on terrains or ridges.
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Import FBX or Alembic without mesh triangulation. How?
HappyPolygon replied to Mantas Kavaliauskas's topic in Cinema 4D
You can't. Not all formats support polygons with more than 3 points. Best you can do is select all polygons and use Mesh Menu -> Cut -> Untriangulate -
Splines under a Volume Builder/Mesher with a Displacer Deformer using an animated noise or an animated material with SubPolygon Displacement. I think the Deformer is easier to art direct with fields than vertex maps to control the material (at least for me that owns a medium-level computer) And to simulate that bulge at the tip of the growing splines, a single clone at the end of the spline would suffice under the Volume Builder.
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If this is your scene and not my altered version I shared through my answer , then you'll need to upload it again for me to take a look around
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That's a good thing. It means your hardware can handle what you want. It's you who can't handle the preparation time. Good things need time.
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I've found the problem. The Scene's scale was too small. Here's a preview of how small it is compared to the default cube. That's why the Margin was never small enough. I scaled the scene for the cans to match the cube's size and the simulation run perfect. Did you model the scene in an other app ? Cans.c4d
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I find the A* algorithm faster. Of couse the implementation is much more complicated... Found a very informative video about shortest path finding algorithms Although subjectively if you need to find the shotest path you'd need to apply A*, Dijkstra's is more convenient for our line of work when you need to depict more natural phenomena... Both useful for different applications.