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Everything posted by HappyPolygon
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So they found the "Einstein"-Tile (as in "one stone")...
HappyPolygon replied to kweso's topic in Discussions
Now they've found the "Vampire Einstein" https://www.sciencenews.org/article/vampire-einstein-tile-math?fbclid=IwAR2WecTqK4ZaXAKPssY-MUuJm75rLownkIxgAOoq2-alcYuMOZWuCUNbK0k -
The link contains the embeded movie and other short fake advertisments https://www.technologyreview.com/2023/06/01/1073858/surreal-ai-generative-video-changing-film/?utm_source=Facebook&utm_medium=tr_social&utm_campaign=site_visitor.unpaid.engagement&fbclid=IwAR2-msN5OPQigc0b4AlO8kTTHOtgYYHwllMagHSYDun3aPob0qOg_fuMGNo
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Thank you HRVOJE, I hope the Maxon team will eventually develop those tools either as generators or capsules because they open new artistic posibilities.
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AI a3Z2z0m_460svav1.mp4 aREonmj_460svav1.mp4
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Bouncing Ray Description: A simplified “Ricochet”. The Capsule contains the following parameters: Direction (object) – Defines the direction the Ray will travel towards from the point of origin of the capsule. The ray will be drawn along that direction before it detects the first collision. When the Ray hits a polygon it deflects in an opposite angle like the physical lightt does. Bounces (1-inf) – Defines the amount of collisions to be detected. When this number is met the Ray stops. Spline type (list) – By default Linear with no intemediate points. (this is a post effect, the algorithm draws only one linear spline. After the Bounce limit has been met the spline gets converted to different types if needed) Advanced: Max Detection Distance (cm) – By default 10000. Prevents the algorithm from trying to detect a new collision after it has traveled a certain distance towards infinity in case there’s no geometry. Minimum Detection Distance (cm) – By default 0.1. A precision mechanism used to optimize the algorithm. Use small values for small sized geometries with details, and larger values for more simpler/bigger ones. Surface Traversing Ray Description: Similar to Bouncing Ray but instead of traveling arbitrary in space hitting opposing polygons, it travels exclusively along polygon surfaces (Actually it uses the UV coordinates to traverse the surface like a geodesic tragectory). I guess it's the same thing with TPs moving on the surface but this time it's only one and not timeline/simulation-dependent. The resulting effect can be a spline resembling a free planar cut section, or a spiralized cut. The Capsule contains the following parameters: Origin (polygon selection) – Defines the starting point of the Ray. The selection is a single polygon and the starting point of the Ray is positioned at the center of it. Direction (degrees 0-360) – Defines the direction the ray will travel towards from the point of origin of the capsule. The direction is defined on the surface of the polygon from Origin. Edge Passes (1-inf) – Defines the amount of polygon borders to be detected. When this number is met the Ray stops. Although the Direction and position for the first point of the Ray is determined from the Origin (aka the polygon center), each consecutive direction will be calculated from the next point where the Ray hits the edge of a polygon. Angle Deviation (degrees) – Defines an increment of direction offset after each Edge Pass. Spline type (list) – By default Linear with no intemediate points. (this is a post effect, the algorithm draws only one linear spline. After the Edge Passes limit has been met the spline gets converted to different types if needed) One of the main difficulties of this capsule has to do with how the SceneNode system handles user inputs. My way of suggesting the UI commonly requires a logic check on user-input selections. For this instance it requires a single-polygon selection. Other times it requires one of two valid type selections (point or polygon for example). I think SceneNodes are not designed to work like this.
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Can we have a Bouncing Ray capsule (linear spline that is deflected when hits a polygon surface) or a Surface Traversing capsule ? (A linear spline that will travel an arbitrary distance on any surface give a point on that surface and a direction)
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UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (MAY) - REGULARLY UPDATED
HappyPolygon replied to HappyPolygon's topic in News
*bump* Last update for this month -
https://help.maxon.net/c4d/en-us/Default.htm#html/OSDS.html
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BSOD While rendering a single cube in 8K - Clock Watchdog Timeout
HappyPolygon replied to hyyde's topic in Cinema 4D
Lesson of the day: Don't try to render the void on HD or it will void you CPU. -
I've been watching Guy Michelmore's YT channel for a long time but this is the first time he shows us how he wrote a music score for a tv animated series. Yes the title is totally a click-bait but I didn't know how to write a better one. My question has nothing to do with how horrible the animation is. (feel free to comment on that though) I'd like to know what kind of info do those sections on the screenshot mean (any external bibliography welcomed). Apart from the timer in the middle and the name of the studio. Why does the timer appear twice ? You might want to follow his channel. The video is down below. If you do watch it, is it just me or does the recorded dialogues sound very amateur ? Could it be that they recorded some sounds just for the feeling before actually hiring voice actors ? So how do things work to lip-sync ? Do you record a voice and then animate or is it the other way around ? I've seen backstages even before the CG era when voice actors where recording while watching the animated scenes. How did animators know how to add character and lip-sync without any audio reference ? And lastly, it really strikes me as odd to have someone like Guy Michelmore score for a project of that level. He's probably getting paid more than the animation studio.
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Maybe it's time to open the forum again and bring back the ads?
HappyPolygon replied to No One's topic in Discussions
Posts like this : is the reason we shouldn't abandon paid subscription. -
I knew that some AI was used to make the ad but didn't quite know to what extend or for what effect because nothing seemed impossible with conventional technology. Very impressive nonetheless.
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See the USS Enterprise destroying the Borg Cube in Outpost VFX's VFX breakdown for Season 3 of Star Trek: Picard.
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I don't see how Clipping materials can help in this case but if someone does not use Octane can have a look at this plugin I believe it does the same thing.
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Maybe one of the splines is not set to Closed Spline... or the Spline Mask works on the wrong Axis. In your screenshots I don't see the Edge Liner plugin, is it not a procedural generator ? The Edge to Spline is free from Noseman and probably works in 2023 video with plugin link Now that I've seen the whole concept scene, the way I would approach this is that I would bool the original fish with the original sea geometry (which I think you make waves using a Shader Deformer). This way you don't have to deal with booling multiple splines, just one geometry. Then proceed with VoronoiF on the booled fish. I don't think you'll ever see intersections this way. If you do, just bool with the "negative" sea a bit further up. If you see weird artifacts with the bool try testing some combination of these two parameters
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It creates an instance of the object in time. In other words brings a ghost form of the frame past. I thought you needed that particular cross-section to be laid forward in a time-lapse photograph style. In other words layers of how the spline changes through time. Why do you need to do it like this ? You can still use one spline to cut multiple splines. My plugin connects all splines as one that's why the mess at the bottom.... Does that happen to you also ? Do you need to also have the cutting rectangle animate ? Other than that I don't see any reason why the operation should happen inside each clone. That plugin does the same thing +100$. But does offer some less setup and configuration. But it's basically a Voronoi Fracture inside an Edge to Spline inside a Thicken...
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Looks like you need to apply this cross-section on a MoInstance of your animated model using the History Depth parameter. time instance.c4d
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Online Help takes too long to return results
HappyPolygon replied to HappyPolygon's topic in Cinema 4D
Maybe I'll need to clean some cookies or cache. My internet connection as I wrote this post was at 24MBp/s. -
Has anyone else been experiencing slow results with the Online help ? First it seems to take some time to load, like loading the entire index/contents tree. When searching it takes even some more time to show any results. And when it does if I click anything from the contents menu it might freeze and show nothing unless I refresh. Just now I searched for the term "symmetry" and I just don't get any results at all. Just the Loading icon spinning.
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Check 6) Tension Tag and 3) Smoothing Deformer from this post https://www.core4d.com/ipb/forums/topic/118226-10-most-overlookedunappreciated-features-in-c4d/?do=getNewComment
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UPDATE ON VARIOUS DCCS AND CG TECHNOLOGIES. (MAY) - REGULARLY UPDATED
HappyPolygon replied to HappyPolygon's topic in News
AI getting closer to replacing artists ... actually it already has. Anyone with the money to afford a Photoshop subscription can now create anything. No real Photoshop experience needed nor degree in Arts. -
I think it's easier if you use a new Cloner as a Field. Use it on a Matrix Selection on your initial Cloner. (I can't do it 'cause I use R20) You can even do it with some simple Cubic Fields or a Shader Field. But you need to keep the cloner still and not change the number of clones or their distance from eachother from the Cloner parameters. fields.c4d The Formula Effector is an iterative condition on every instance. You can easily define a condition to move every Nth instance but you want a slice which is a complex condition. In your case you need to move every 12th AND 13th AND ... AND 23rd. Probably a Python Effector is more efficient...