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HappyPolygon

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Everything posted by HappyPolygon

  1. OK I'm just stupid. I didn't know you could change the Output ports' data type ... That M though is weird... maybe a bug of the interpreter
  2. I'm having some hard time with simple things in C4D Python... I just want to make some simple string manipulation in XPresso but I found out that the Python Node will output only float values ! Is there a way to change that ? I aslo found out that if I type "M", it gets highlighted... is this some kind if reserved word ?
  3. Did you use the formula ? You say use had particles but SceneNodes don't support particles so I guess you had SceneNodes create the gradient ? How did ypu use the gradient to move particles ? Did you convert colors to direction like in the Material Normal Channel ?
  4. Tried to pass the Vertex Color Tag. Totally works. (this formula has different values)
  5. This isn't a question. This is the answer. Someone sometime long ago and recently in Rocket Lasso Live asked for a recreation of the famous Chladni patterns in C4D. I was randomly watching this video in Houdini and searched the term in Google. Surprisingly there is a formula that describes the pattern. https://physics.stackexchange.com/questions/90021/theory-behind-patterns-formed-on-chladni-plates Following some instructions from others and searching further I found this code in Mathematica https://math.stackexchange.com/questions/1225759/chladni-patterns This is actually useless in C4D as it contains too many variables. A bit more searching and found the original paper the YouTuber Junichiro Horikawa used. http://www.phys.nthu.edu.tw/~gplab/file/07 Standing Waves/chladni patterns (US).pdf Page 5 contains the more simplified formula. cos(nπx/L)·cos(mπy/L) - cos(mπx/L)·cos(nπy/L) = 0 Again too many variables, but L is for length and it's kinda arbitrary to type something specific for C4D to visualize so I let it be 1. With L=1 the division doesn't contribute anything so you can totally ommit L in the formula or let it be as a placeholder if you really need to change it later. π = pi in C4D n and m are - acording to the paper - integers between values 1 and 5 so just replace them with something between those. Formula generators in C4D can only get parametric equations and I don't like those. So I used Microbion's Plotter3D The plugin does not take the Y variable but the Z variable for height. So the final formula is (something like) this Cos(2*pi*(x/1))*Cos(3*pi*(z/1))-Cos(3*pi*(x/1))*Cos(2*pi*(z/1)) - just change the m and n variables to something between 1-5 So there you have it I believe it's totally possible to use XPresso to manipulate the formula string to control and have the m,n variables animate as floats between 1 - 5 Haven't tested it but if someone would like to use the output to control objects, the Plotter can generate a Vertex Map, so using Fields I think there is a chance to manipulate visibility and scale on cloners for a "sand" effect.
  6. Why don't we start from our own members ? I'd like to know more about devs like Fritz and Srek. They are not profecional artists but they probably do have interesting things to show... I know Srek does things with 3D printing... Oh yes, make Chris show up. It's hard to interview him while being live.
  7. Don't do it all as one simulation. bake the simulation of only one capsule and distribute it as instances
  8. keep adding hair from the Hair Generator Also the interpolation might help you
  9. AMD announced a CG competition https://amdaward.com/#brief Can't participate myself, good luck to anyone who can
  10. I'd use the Force Field for this. Set the scene gravity force to 0. Use a solid Field Layer for the Force Field with 0 strength. Just animate the strength after everything else has taken place, For the color change see this post
  11. The solution is too complicated. But, yes, it can be done and you also described the solution. VertexMaps for the simulation, Fields for the vertex maps, vertex maps for the materials (use the Vertex Map Effect as a Mask under a Layer). Chris would love that kind of question yesterday in RocketLasso.
  12. Yes ! Thank you ! The old trick "Vertex of a Vertex"... I wonder if they will replace this with the appropriate Layer effects. As it is there could be potential priority issues, unnecessary computational burden and of course it negates the "intuitive" C4D moto.
  13. I thought there was a field Layer for making vertex maps from surface curvature or cavities... Am I confusing the feature from an other app ? i don't want to use the AO material shader. Also can't find the "blur/smooth" effect on fields... Chris blurs fields all the time...
  14. Thanks for that. I got rid of the Store Selection capsules using Active. I missed that because the Help link did not work on Selection String of the Extrude capsule. Broken help links on capsule attribute is very common and I was mistyping "Selection String" as "String Selection" in the docs, returning nothing useful.
  15. @Hrvoje I remember up to R25 Noseman and others when explaining how SceneNode Capsules worked, telling us that the way the operations worked resembled how classic modeling tools works. So if you extruded polygons of an object the last active selection will be of the new cap polygons, so when the next capsule did something else that action would only apply to those polygons. In 2023+ this behavior has changed. Now capsules act like deformers applying to everything. Is this due to the introduction of String Selections ? How do I manipulate only the last created polygons ? The Newly Formed node isn't a capsule so it doesn't work in OM. P.S. Nevermind, I figured it out, I have to make a new Store Selection Capsule after every new transformation. I don't remember it working this way but as long as it works i'm fine with it. The only downside is that I have to name every selection.
  16. Sounds weird to me. I don't think many companies do that often. The place fills with complaints that might even harm the reputation of the release.
  17. The just want to be safe against any unforeseeable possible future threat.
  18. Maybe they don't want people to use words in AI prompts like "a scene rendered with C4D/cinema4d/redshift"
  19. Why apply for beta testing then ? Looks like a side-job for people that already work for Maxon. Considering this it's a good thing it's an invitation-only thing. I don't know about statistics, but from the number of bugs reported from this site and users in general it looks like there is never enough beta testing.
  20. If you are interested, I don't thing Beta testing for MAXON is a full time job. It's not like actively searching for bugs and get paid for it like in the game industry. It's like a side-job for knowledgeable people on the graphics industry that also work with C4D. The only cool thing is that you get to try new features before released with the general public.
  21. It doesn't look the same to me... I don't know if this OSL shader has more capabilities than just setting up a box.
  22. I tried that on a test project but didn't clone anything...
  23. MAXON EULA states this: Doesn't seem to be effective at all. How can they know if a bot grabs a C4D rendered image from the web to train an AI ?
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