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Everything posted by HappyPolygon
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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.
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I was also gonna try to help out but when I saw the file size I quit on the spot. So it's in your benefit to follow Cerbera's tip to have as many people as possible helping you.
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I've always wondered which 2x RTX 40XX are better than a single RTX 4090 both in cost and performance or which 2x RTX 30XX are closer to a single RTX 4090 in performance
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After Blender got its own Shortest Path Geometry Node last year, many C4D users were anxiously waiting for a counter-move by MAXON. R2023 did not introduce a similar effect but brought an even longer awaited Pyro. Although it is still possible that the Spring release of C4D could introduce its own Shortest Path generator nothing is for certain as MAXON keeps its secrets well hidden (unless Dave McGavran 😜 says otherwise). User 5698024877226 A.K.A Dominik Ruckli, has made his own python plugin and shares it for free here with a SceneNodes particle emitter .
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Is this a Bug ? Shader Attribute is not exposed in XPresso
HappyPolygon replied to HappyPolygon's topic in Nodes
What is the method to expose/transfer a VolumeBuilder's reference list to a User Data tab of an Xpresso Tag ? For example, you want to make a complex setup using lots of hierarchies with many generators and such... But you want your setup to be as abstract as possible and because you work in a big studio you want to make it look like a black box, you want other artists (who are not technical artists like you) to use it by editing the XPresso Tag's attributes without having to find their way in all the mess beneath that cute Null with the XPresso Tag. So you decide to expose all most important attributes of children objects directly to the User Data tab. Is there a way to add that Volume Builder reference list in there with all the accompanying tools ? (I know that "black box" characterization along with everything else could lead to solutions like "use SceneNodes and make a capsule" or "make a C++/Python plugin" but I'd like to know it it's possible using XPresso and the User Data Manager) -
Is this a Bug ? Shader Attribute is not exposed in XPresso
HappyPolygon replied to HappyPolygon's topic in Nodes
Ah that's nice ! Good to have a working alternative because coping & pasting the new connections from a new XPresso tag with the "Set Driver - Set Driven" to my XPresso tag did not work either... The node with the Shader Input Port gets renamed to Null and loses the functionality. There's also a Data Type missing from the User Data list, the object reference list from Volume Builder that looks like the FieldList Type... Will you report those ? I don't mind reporting them myself -
R23 I've set up a User Data tab on an XPresso Tag and I want to simply link some input values to the corresponding attributes of a Displacer Deformer. I want to have the Shader attribute of the Displacer Deformer exposed on the User Data Tab. But in XPresso the Shader input port is not listed in the Displacer Deformer's Node. I've tried the "Set Driver - Set Driven" method and the connection was a success as the Shader input Port was now exposed, but when I try to find it manually it's not there ...
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Try using the Correction Deformer on the Cloth Surface and toss all vertex maps on it instead of Cloth... (just an idea, not sure if that can work)
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What's the best way to fuse together multiple objects?
HappyPolygon replied to sammyrdkn's topic in Cinema 4D
I was planning on using the regular bool object but remembered that it doesn't support Hierarchical like Spline Mask. I even had my doubts when using Spline Mask as I didn't expect to treat clones hierarchically but fortunately it did. -
What's the best way to fuse together multiple objects?
HappyPolygon replied to sammyrdkn's topic in Cinema 4D
Try this one, and ask if you don't understand something Untitled 2.c4d -
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Set both the Dynamics Body's and Collider object's Friction to 0% and Bounce to 100%. For perfect deflection angles set Collision Noise to 0%. also put these two to 0