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HappyPolygon

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Everything posted by HappyPolygon

  1. Nope. There, did it. Wrong perspective. Much easier this way. procedural-random-gridpoints-v06.c4d
  2. Yeah .... It seems we've lost that information too when the Correction deformer came into play. Well, I suspected something to be off, when you break the rules you can't bring the pieces back together. That's the inconvenience the correction deformer provides... I tried the Random Selection node but nothing happened. Either I'm using it wrong or the Cloner (or anything with a selection field) does not recognize nodes. Probably it's the second. Unfortunately I can't think of any other solution to this so we have to wait for someone else to add his solution. 😞
  3. HappyPolygon

    Sparkly hat

    I've found a couple of procedural solutions but in order to have those constant-sized hexagons packed together uniformly it all boils down to the hat topology. The following solution provides a topology-driven distribution with uniform scaling but creates big gaps between clones. sobrero.c4d The following solution provides a better looking packing but squeezes the clones in order to preserve their arrangement. Surface Projection.c4d Your hat is more complicated than my attempts here. Maybe you could partition it to two and use different methods for each part. For example use the 1st method for the head cover and the 2nd for the sun-blocking part of it.
  4. Can be done BUT we are going to break some rules ! First of all you need to understand that the Connect object is not a "procedural make editable" object. Make Correction Deformer Group the deformer with the Connect object and whatever is under it. Move the selection tag from the Connect object to the deformer and back to the Connect object again. delete the deformer and null, voila I don't think you can make this fully procedural, if you alter the number of plains the cylinder distribution will break. You can make it look procedural if you follow the same instructions with the plane Cloner at it's maximum grid size and later shrink it. The point selection will still remember the selection even if the elements are not yet generated. That means that you can change the plane Cloner grid size up to the size the correction Deformer saved that state. procedural-random-gridpoints-v03.c4d
  5. I mean he is constantly in an unstable relationship with Maxon. OK the love/hate situation is not too fitting here. It seems like he want's to be close to Maxon but not too close... It's like he cannot make up his mind if he wants to be an independent developer or work for someone else. As I see the timeline of his career I feel sad that eventually he is giving away his intellectual property for others to manage and profit. I guess it's a character thing, like some artists that get too attached to their creations and don't want to sell them and others that are so productive that they sell everything without keeping copies. Anyway, I also feel sad to find out that he worked in Maxon and eventually left. We could be having a terrain editor in C4D if he didn't.
  6. Yes the geometry is calculated on render time. It's the same principle used in fractals. In fact the formula generated terrain is a fractal. I guess they also use an adaptive bailout/iterations system to balance the render time and detail between close-ups and zoom-outs. Vue was very unstable. It got better now.
  7. To make a hexagonal pattern use a Matrix with Hex grid as a point source in your VF I managed to select the perimeter using a node but that works only if VF generates one continuous geometry (no islands) I've managed to do it parametrical BUT it's not 100% functional because it needs an Expresso Tag that will have to connect the some elements from the two selections. It is possible to make a selection of elements on a VF object (MoGraph Selection). To select only the edges you use a field on the MoGraph selection, I used a simple rectangle spline. First I selected only the elements of what is inside the spline and set made only them visible with a Plain effector. Then I made a copy of my rig and set the Plain Effector to make visible only the elements outside the spline. To make it 100% parametric you need to make an Expresso Tag and control with a single variable both of the following elements present on both rigs : The Splines width and height should be coupled the Matrix objects dimensions should be coupled Both initial plane (the ones that are under the VF) dimensions should be coupled all the above should connect to two parameters (width - height) in a way to stay proportional (i.e. you need to have the spline dimensions slightly smaller than the plain's and the Matrix a bit larger like in the image) I would do this myself but I got a terrible headache. (file in R25) It might not be exactly what you want, I got a bit caried away in my own thoughts... You can't edit or select polygons on each component (fragment) individually unless you make them editable (will loose procedurality) but collectively you can add as many Deformers and Effectors you like on them. (currently we can't have a polygon selection tag on generators without messing everything up eventually (with the help of the correction deformer) I guess you could do it exactly as in Houdini using SceneNodes but right now I can't think in such level of abstractness) Have fun tiles.c4d
  8. I think it will soon start to loose ground again to GAEA and World Machine. As far as I know Vue still does not support erosion maps (to export) and still uses a sculpting environment with some elements of procedural terrain generation. The node and presets system GAEA and World Machine support, makes them superior to Vue as far as terrain generation is concerned. As for Plant Factory I think it's on the same level with SpeedTree.
  9. he seems to have a love/hate relation with Maxon, reading his bio he has been developing a lot of plugins. Some were sold to other companies, one was bought by Maxon itself, later he worked for Maxon but left to work solo again before selling Terraform to Insydium and working for them,... well the pattern of what he will do next is obvious.
  10. This doesn't seem right. TerraForm was an independent plugin bought by Insidium. They were supposed to take all developers from Terraform and put them with the rest of the team. How many developers did each team have before the merge?
  11. Is it just me or there is nothing new ? Except for the landscape effect tools like hydraulic erosion everything else is very familiar ! TfGrid = FFD TfPath = Spline Field ----------- want some river tool ? why don't you make a proper river tool with variable width and branching ? MtInset = Inset Node/MoExtrude with Step Effector MtRemesh = Remesh MtSplineSample = MoSpline MtPolyScale = PolyFX Effector MtShellGen = Solydify Node/Cloth Generator Looks like they are trying to implement features from R20+ to R18- users...
  12. first you need to press the subdivide command on your object that will create a sculpt expression tag on your object. only objects with this tag can be sculpted.
  13. if you want to just make it fly with the wind then it's really easy. if you don't have the bag model then create one with clean pow-poly topology. to make it look crumbled make it a child of a subdivision and apply a noise with the displacer deformer 2. keep the original model and use it to drive the high-poly model using the mesh deformer. 3. apply some cloth dynamics to the original model. plastic bags don't behave like cloth, their elasticity is governed by their chaotic structure, they bend on weak points and are stiff on others, in order to fake this we create layers of structural deformities, the displacer deformer is the first layer that plays no part in the simulation due to it's high complexity, the second layer is the mesh deformer and runs the simulation. The reason I suggest this kind of rig is because I find the bags in the example videos too "ethereal". Real plastic bags have weight and mass, those in the videos are so silk I was expecting them to tear off any moment.
  14. Probably for rendering and animation. All other are probably CAD/Modo/Rhino...
  15. What part of do you think he is implying his is interested in any opinion ? His post was just a tantrum, a statement. The fact it was posted under the Dscussion category doesn't make it a discussion post. This is a discussion post
  16. I dont get it... Someone posts a ragequit on C4D and everyone just comments on it for no particular reason. It's obviously a firestarter otherwise he would re-appear making a conversation. And his history in this forum is very short. Why instead of buring this post in favor for something more interesting people keep it afloat with new comments ? (asking for my sociology study...)
  17. I smell sculpting, the ZBrush kind. And Redshift. Could you post the link ?
  18. Thank God fractals were never a GPU RAM issue. You can render any fractal with any CPU. Your problem will always be render time which is proportional to the iterations number. I don't know about Vectron, any other fractal program does not have Ram/ CPU/ GPU requirements
  19. You could use the Matrix Object and make 3 MoGraph selections. But this solution is not parametric.
  20. Apple has unveiled the M1 Ultra, the latest chip in its new line of Apple Silicon processors, which it describes as the “most powerful … ever built for a personal computer”. According to Apple, a Mac Studio equipped with a M1 Ultra processor “can play back up to 18 streams of 8K ProRes 422 video [simultaneously] — a feat no other chip can accomplish”. The firm also featured a range of CG applications, including After Effects, Cinema 4D and Redshift, while announcing the M1 Ultra at yesterday’s Peek Performance event. The video above shows staff from firms including Adobe, Boris FX and Maxon discussing the performance of the M1 Ultra, but they all essentially just say that it’s faster than previous-generation hardware. The closest it comes to a specific figure is Maxon trainer Elly Wade saying that “scene rendering is up to 4x faster”, presumably in Cinema 4D and Redshift, but it isn’t clear to which previous-gen processor the M1 Ultra is being compared. So which CG applications natively support Apple Silicon? It’s also worth noting that for a DCC application to take full advantage of the new hardware, its developer needs to have implemented native Apple Silicon support. Other applications can run on M1 Macs via Apple’s Rosetta 2 translation environment, but the performance gains aren’t usually as significant. At the time of writing, Autodesk and Foundry have yet to release native Apple Silicon builds of their software, and Adobe has yet to release a native build of After Effects or the Substance 3D tools. US reseller Toolfarm has a regularly updated webpage that shows the current status of common post-production tools. M1 Ultra processors are due to ship in new Mac Studio workstations, available from 18 March 2022. Pricing for a Mac Studio equipped with a 48-GPU-core M1 Ultra processor and 64GB of unified memory starts at $3,999, with a 64-GPU-core processor and 128GB of unified memory costing $1,800 extra. Which CG applications support Apple’s new M1 chips? http://www.cgchannel.com/2020/11/which-cg-applications-support-apples-new-m1-cpus/
  21. In the Soviet mind a nuclear war means turning everything else in hell and Siberia to a summer resort with agricultural prospects. For the communist any irrational action is backed by an irrational justification. From their point of view what ever they do leads to victory (except Alaska, they will be regretting that for ever).
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