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HappyPolygon

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Everything posted by HappyPolygon

  1. I believe the next evolutionary step to Pyro is implementing a Volumetric Displacement shader like Arnold. I think it's less computationally intensive to have a shader-based volume displacement rather a simulation driven one.
  2. looks perfect to me. Does it work for any polygons ?
  3. What did you use as an emitter ? It looks like a weird static pattern like single points traveling with the spaceship emitting smoke... The first attempts looked better... Out of curiosity if I had the time I would recreate it using the old Pyroclasters ... The original scene had fire and smoke turn into white vapors. That could be easily recreated using the Age attribute...
  4. Digital twin firm Geopipe has made its 3D reconstruction of New York City available to download for free. Users can download any part of the city, which includes both buildings and terrain, as a lightweight textured model in common 3D formats including FBX, OBJ and glTF, for use in DCC applications and game engines. Geopipe specializes in AI-based reconstruction of real-world cities from satellite and geospatial data, for use in games, simulations, training and architectural visualization. As a sample of its data, the firm lets users download any part of its reconstruction of New York City – it covers all five boroughs, including Staten Island – for free. It’s possible to download the data in FBX, OBJ, gtTF/GLB or Collada format, for use in DCC apps like Blender, 3ds Max, Cinema 4D, Maya or Houdini, or as an OSG file for use in geospatial applications. Actually generating the download consumes credits – you get 180,000/month for free – with the number of credits used increasing in proportion to the land area you’re reconstructing. https://www.geopipe.ai/download
  5. Well the moment of truth has come ...
  6. I have just found out about this: https://www.pdhowler.com/WhatsNew.htm
  7. Sure In the material Editor you create a Gradient from the small arrow (v) near the Texture... option. Once you do that click on the small b/w preview. Once you do that you can edit the gradient shader. By clicking the small arrow next to the Gradient title you expand the color knot options. After you've set the the colors and positions as shown in the image below you right click on the color band to see extra knot distribution options. Under the Interpolation of all Knots choose Step. Once You do that you'll see no intermediate hues between knots. After you've assigned your material on your object double click on the material tag Go to the Assign tab, right-click on the tag assigned to that particular object and choose Select Tag There you have different projection mapping options. Currently the object will look like this : But if you change the Length V you will see the shader repeating along the object. The Offset V parameter will offset the shader along the objects length so animating that will loop the tiled shader. Here's this very simple example : V Offset animation.c4d
  8. Is there a particular reason you chose to use individual cylinders wrapped on a spline path instead of using a simple gradient shader with no interpolation between colors and simple keyframe offset of UVs on Y or X axis ? In other words, why solve a material problem with a geometry solution ?
  9. Thankyou @Zerosixtwosix. I would never have thought of this workaround.
  10. Could you provide a scene example ? I couldn't make your instructions to work. Do I need some other existing elements to see the effect like An inheritance effector ?
  11. They aren't !? I thought all these were planned to be part of the 2023.2 release in March !
  12. Nice one, it took a while for me to understand how it worked.
  13. The behavior of multiple clones moving from a single point in space to multiple points (resembles an inheritance effector) but doing it one cloner at a time based on their IDs and within a controlled time-interval.
  14. Dithering is used to "scramble" pixels of an image with limited color space in order to hide that limitation from the human eye. Use dithering if you notice "banding" effects
  15. Has anyone ever used this plugin ? Do you know what happend ? Was it free ? What was the latest C4D release it supported ? And most important : How would you recreate the affects in latest C4D ?
  16. I think this is normal when rendering hard-edged bump maps. Try to blur/soften the texture a bit.
  17. Pulldownit 5.5 is here and comes with useful updates, Shatter it tool has been multithreaded and highly optimized, getting up to 8x faster shattering with regards to previous release. Chipping areas of the model is also faster and you can discard shatter centers directly in the viewport just by clicking the mouse over it. Bounded Cracks introduced in version 5.0 has been enhanced with the ability to turn them dynamic at the desired frame, allowing to create easily stress cracks that ends up tearing the surface completely at some moment. New ability to generate Bounded Cracks until frame , stress crack propagation can be set to last until desired frame, after that it continues as an usual dynamic crack. Pulldownit 5.5 is available for Maya 2018+. The software is rental-only. Node-locked licences now cost €280/year (around $305/year). Floating licences cost €350/year ($380/year).
  18. I couldn't make that work, but could you justify the purpose of having more than one Material Manager or Object Manager ?
  19. What do you mean by "Phase" ? A production phase (idea, planning, shooting, post production, marketing) or the sequels ?
  20. It should be posted under the Nodes sub-forum. Contact Igor or Cerbera to move it.
  21. I don't trust Apple at all. So what if their product is best ? It's gonna get worse as the years go by in a programed obsolescence. Yeah, they compare their CPU/GPU power by running No Mans Sky... a 6 year old game.
  22. Hmmm... Since you are dealing with a cloner you should use nodes specific to instances. I've never used XPresso with clones but I think the following nodes are key to the solution: Object Index - Will only read instances from Object A (cloner) that have been in contact with the collider. Data - Using only the indexes of those instances and the source cloner feed their data to a Sample Sample - I think Sample acts like a Selection tag. It connects with an Effector and passes the Data of the chosen instances to that effector. I think my solution does not work because the Object Instance node does not take more than one Instance at a time. Maybe you can make a collection of Instances using an iteration node .... As for the time-delay for the shrinking I've no idea if your approach can fit in mine or if you could abandon the node implementation and use a Delay effector...
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