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Everything posted by HappyPolygon
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If I needed to do something like that I would build my scene the usual way and when that point of complexity is reached I'd just use a filter on the OM to filter out cameras/objects/lights etc and just grab the results and put them in respective layers.
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Haven't seen any option like this. Actually I searched for something like this because I assumed it had a default VRAM limit for cached simulations.
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For me, for this snippet, the main element that needs fixing is the camera movement. It feels like an old game cinematic. It stopped too suddenly in the first scene and the second was too static. Possible solutions for the first scene: Use ease-out/deceleration movement. You can cut before the camera comes to a complete halt. But it should be on the move too slowly to to so. Possible solutions for the second scene: Use slow-zooming movement towards the object. Use targeting to keep the object on the center of the view. Use both of the above. So the main problem (as I see it) is cinematographic/directorial I suggest you study all of the videos in this amazing channel but start from this video about camera movement and this video about camera angle and built your knowledge from there. The second problem is compositional. The floating particles and cross are all in front of the sword shuttering any perspective or depth of the sword in the center of the scene.
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Please edit your post to mention the version of C4D you're using, maybe your the graphics card too. If you can't upload a screenshot/scene file try posting a link to an external repository so we can open your scene like WeTransfer, Dropbox etc. Is this a recent change of behavior or was it like this from the moment you installed C4D ?
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Here's a Substance Designer solution. Here's some PS and Gimp solutions. Here's an Agisoft Metashape Professional solution. Some AI online tool I found. Some other AI app. This app does not claim to remove shadows but might help you in other ways.
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Where's that screenshot from ? Did they do it in PS with a clone brush ?
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Maybe you don't have enough VRAM or just RAM. Try saving the simulation in .VDB files of 65 frame intervals.
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I can't even imagine how they trained it ... Did they just feed it the SDK manual ? It combines other Python related knowledge with snippets of C4D code on the internet ? Still amazing.
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How to create color tracks/footprints animation? / C4D & Redshift
HappyPolygon replied to Karina P's topic in Cinema 4D
The disadvantage is that you need a high density polygon surface to hide any pixelated effects... And this can be heavy for a real-time calculated vertex map. If I were you I'd make a special surface just at the areas were the cars pass to avoid having unused polygons or vertex areas. -
Even the AI is using a more recent C4D than me ... 🤣 Oh well... I can't do anything but wait till summer to get back to my R25 laptop...
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So it's been a week since I saw one of those 2-minute papers video ... and he's been asking the new ChatGTP all kind of weird stuff to test it's capabilities in math. I didn't really pay much attention. Until a few minutes ago when I stumbled across this video where this guy is asking it to script things in Blender... And I'm like "Let's see how biased this little AI is. I bet it doesn't even know what "C4D" means".... Ooohh boy ! This thing does know how to script ! I don't know shit about C4D python calls but I know there is no intersection checking mechanism when I don't see one. So I asked it for one... Anyway ... I did check the first algorithm in C4D using the Python Generator but nothing came out. The compiler found no syntax errors so I don't know what it did wrong since the only Python I've written in C4D in in the XPresso and only to evaluate simple numerical functions... Maybe it's been trained for older or newer versions of what I used (R20). Here's the script for anyone wanting to test it or correct it: I didn't want to end my game so quick, so I asked it something else... Still nothing in the viewport... OK one last time Well the script doesn't work but I'm impressed that it knew how to make the most common projection of a hypercube on the 3D plane... EDIT: I noticed that the spoiler boxes did not hold the code I put yesterday so I asked again the same questions. The first two answers were almost identical (the first one actually now has an intersection check) but on the third one this time it didn't extrude the cube but used a 4D vector to scale it along the 4th dimension... I'm not sure if this is a valid action to do in C4D... Even if it is, it called for a regular 3D cube, scaling it to the 4th dimension doesn't make it a hypercube. Have fun ! https://chat.openai.com/chat
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El Barto... I think he goes well with the spray can of your previous artwork.
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Merry Christmas to everyone, may the sufferings of this year not occupy much of the next.
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I do. I always did. I have a Lenovo Legion 5 17'' , NVIDIA® GeForce RTX™ 3050 2GB with AMD Ryzen7. It was the best I could afford. Now Legion 7i Gen7 can have an NVIDIA® GeForce RTX™ 3080 Ti 16GB GDDR6 with 12th Gen Intel® Core™ i9-12900HX or AMD Radeon™ RX 6850M XT Graphics, 12GB GDDR6, AMD RDNA™ 2AMD with Ryzen™ 9 6900HX Mobile Processor. But it's up to you depending how much you'd like to spend. I prefer 17'' inch displays but these usually don't come with good features in order to maintain a cost balance. You could also take a look OriginPC or other customized laptop sites. Simple things don't require much. It depend on what you define as simple. Generally RS is regarded fast but things can easily get out of control. Regardless you should invest into a laptop cooler base. Laptops tend to heat a lot especially when they have non-intel GPUs. It's a must if you travel to hot places.
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Thank you Hrvoje ! Will check it as soon as I can.
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Dynamically scale and move cubes within a grid
HappyPolygon replied to John Hill's topic in Cinema 4D
Chris did something like this in his last episode -
Dynamically scale and move cubes within a grid
HappyPolygon replied to John Hill's topic in Cinema 4D
Hmmm... that rings a bell, I think it was done with a python plugin though. The artist I have in mind never published his plugin. https://www.instagram.com/p/BwZzmMlgkjy/ -
It's nothing more than a camera projection. The object does not get textured from the opposite side. It's like the previous AI plugin were the user drew some simple abstract geo scene and just used that to feed the AI and get back a much more detailed and artistic/realistic image. This time around the image is just projected on the scene. There's already an AI to produce seamless textures like wood, stone, metal etc. That's worth looking.
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Yes ! ☺️
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Unfortunately no.
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Split a spline into a group of splines consisting of all intermediate points between the control points (including the control points). (The manual refers to these as spline vertices). The image depicts a Bezier spline with 3 control points. It also is set to Uniform Type of points and the intermediate points set to 3. It passes though a node and comes out as two separate splines (offset for visual understanding). Probable steps of the algorithm The first step is to break all intermediate points to individual splines (like PolyFX) . Next, every 4 intermediate splines there's a connect function to weld those individual splines in a single one. Final step, put all new plines under a Group Null. As a capsule it acts like a generator without exposing the new group in the OM but totally able to pass that group to any other Effector, Deformer or Generator. Note: If set number of intermediate points is N, the algorithm must count N+1 individual sub-splines before welding. There's also this note from the manual regarding open and closed splines on how there points are generated. Possible Limitations I think the above algorithm works very intuitively (provided there's a way to break all intermediate points like PolyFX). But it will only work if the Intermediate Points are set to Uniform or Natural. Adaptive and Subdivided have a different generation method varying the number of intermediate points between control nodes (orange) depending the tangent angle of the curve which I think cannot yet be calculated with nodes, and even if it did I don't know if there could be a way to measure the number of intermediate points without the help of a mechanism that can recognize when an intermediate point coincides with a spline control node (and that gets very tricky when the spline is a B-Spline).
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R24 and R25 Scene Node Tutorial Download Link Broken?
HappyPolygon replied to bentraje's topic in Nodes
I've spoken to Igor about this. -
I'd really like to know how this Capsule is more preferable to the PolyFX (the practical benefits from it the original person was asking)... I get how this could be useful in the SceneNode Editor ecosystem but not how users could benefit from it in the OM. Maybe it's faster ? Unless it enables to split only polygons from a selection of polygons, that's not included in the PolyFX and is useful. I am hesitant of asking you for new nodes/capsules here as my suggestions go directly to Maxon, and I tend to have big ideas (complex). But this one might be easier... Split Splines Segments This is similar to your Split Polygons but for splines. It divides the spline to its individual segments using the control nodes. This isn't posible using the PolyFX MoGenerator because the PolyFX will split the spline using the intermediate points. (The unintended effect isn't visible on straight splines like a rectangle with no intermediate points) PolyFX effect (with Random Effector for visual aid) I find this node to have more practical applications especially with MoGraph. I will remove this post after you've read it so it does not litter the thread... 🙂 (in about 24h)
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Is it even possible ? I didn't know simulations where the type of problems that could be split in many bits...