-
Posts
1,913 -
Joined
-
Last visited
-
Days Won
97
Content Type
Profiles
Blogs
Forums
Gallery
Pipeline Tools
3D Wiki
Plugin List
Store
Downloads
Everything posted by HappyPolygon
-
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.
-
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.
-
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
-
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 .
-
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 ...
-
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)
- 4 replies
-
- Materials
- Simulation
-
(and 1 more)
Tagged with:
-
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 -
🤔
-
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
-
You could move the start point of the simulation to a negative time... or convert current state to object and just disable and hide the original.
-
I hope they are in a temporary state where they try to cover their COVID19 financial losses, back when the their updates were poor on good new features. And at some point (probably on the next major release when they stop supporting compatibility with older versions) they will standardize and include all extra capsules in the main application. On the other hand there was a recent long list of job positions, I guess this also has an effect on cost...
-
I have made a suggestion about that, about a year ago. It seems that the Shader field is using only the Plane projection method. And there's definetly something wrong about how it tries to even UV map a texture on a flat surfface. I made a test scene using a different approach. I deformed a sphere using the Desplacer Deformer. And then deleted all 0-level polygons using a bool. Then I put that under the Volume Builder. clouds.c4d The downside is that it's very heavy to compute the bool as the resolution of the objects gets higher to match the texture. So once you are happy with the bool it's best to convert it to a mesh and then toss it in the Volume Builder. Just for you to make a comparison render experiment, you can try using the old method of using just an alpha texture. Turn the Bool method to A without B (won't create base to clouds), turn on the Displacement Channel of the material, lower the strength of it to a lower value like 1 or 2 cm, and add some sub-polygon displacement to it. (my setup is not RS but you can convert it later if you see any beeter results) Texture map from http://www.shadedrelief.com/natural3/pages/clouds.html
-
Are those assets open to investigate how they work ? (underlying node network) If they are then I guess you could re-build them (even by copy-paste big parts from them just before the "wrapping" container node). But if they are protected I'm afraid that seals the fact that they are meant only for specific users.
-
You can put two spheres. one slightly smaller than the other, inside the Volume Builder and use the smaller one in Subtract mode. This will make a thin spherical shell. (it's like bool but with voxels). Then use the Shader Field with the option of "Object below". I had to fiddle with the Low and High Clip values because the SDF does not recognize values between 0 and 1. I used a procedural shader and not a Texture, and I don't know if a texture would apply nicely. This is my setup and I too get steps which I tried to eliminate using a Smooth layer. Fog did not work for me (R23) since the Subtract mode did not work as intended. If that doesn't work for you either you can export the SDF as VDB and import it for RS to recognize. Or just put it under a new Volume Builder in Fog Mode. Here I used the Volume Mesher to further smooth out the surface but it was all lost again when the Fog was re-applied. I guess the solution is somewhere in the middle like exporting the meshed result as VDB and using that in RS without Fog or any volume builder stuff Maybe try to put both a high-def texture with alpha and the resulting Fog from the same texture on top of it and have them somehow complete each other ?
-
I've no idea. I know Vue can do it. Normally if you can't lower the resolution (voxel size) any more (but your hardware can handle more detail) you upscale your models (give the Volume Builder more space). Check this
-
Also I think your clouds are too opaque... I'm no RS user but maybe if you added a bit of transparency (and maybe a bit of emission(luminance) in order to keep them visible due to the small thickness) the voxel's borders might "blend" a bit...
-
My opinion about the near future is not optimistic. Experimental AI code from corporations will leak to secret services of governments (Eastern) with nefarious intents to spread misinformation, panic and up rise using deep fakes. As a counter-measure to that, the rest of the governments (Western) will start using AI in weapon systems. Polarization will start to be more and more prominent towards Orwelian and Machiavelian control systems.
-
I think your cloud layer is too thin. You are trying to add a voxelized shell on a sphere. Steps are inevitable as each voxel has every XYZ coordinate different from its neighbors making it "stand out". I think the issue will disappear if you thicken the atmosphere by 2-3 more voxel layers.
-
How would you add thickness to this shape?
HappyPolygon replied to Freemorpheme's topic in Cinema 4D
In the source code: the link https://cdn.jsdelivr.net/npm/twemoji@11.3.0/2/72x72/1f609.png leads to the message Couldn't find the requested file /2/72x72/1f609.png in twemoji. I don't know what ipsEmoji or twemoji are, they could be plugins or just classes and they are broken. So the link reverts to an alternative icon. A solution could be found here: https://invisioncommunity.com/forums/topic/459276-help-with-slq-query-to-replace-emoji/ the only emojis not broken are the ones at the 5 last categories. I guess replacing or adding emoji pngs on directory https://cdn.jsdelivr.net/npm/ with the appropriate names will solve the issue. The correct path to see all assets and versions of the plugin distribution is https://cdn.jsdelivr.net/npm/twemoji@11.3.0/ and the source download page https://www.jsdelivr.com/package/npm/twemoji apparently it's a tweeter emoji collection