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Everything posted by HappyPolygon
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What about the memory ? I've also noticed when C4D hangs there is little CPU consumption. On one hand I'm glad the CPU is low because if it wasn't it would probably never launch the task manager to kill the app. On the other hand it could mean that C4D didn't hang because of the enormous amount of processing load but because it "lost it's way" and caught in a trivial loop.
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I don't have the R23 installed so I'm going to step you through it using the R25 I don't have RedShift, I'm just showing you how to break a VDB in two. I did not have any spare VDB files so I made one myself The Cube is set in Subtract mode I selected the Volume Builder Object and go to Export -> VDB I then imported the VDB object and made it a child of an other default Volume Builder I just decided to make the first piece to be the central blob Then I duplicated the "Part 2" And now you have two pieces of the same object You just have to export those two parts as VDBs selecting the Volume Builder, not the Volume Mesher. Re-Import them and color them in Redshift. You can use a Random Field or Shader Field instead of my sphere to achieve more complicated results. As the number of pieces increases the more complicated the procedure gets... Here's the project file and the VDB for you to relink to it cloud.c4d cloud.vdb
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You can use the VDB in the C4D under the Volume builder and use any field or geometry to use as a mask and occlude the part you want to isolate. Use that part to partially color your cloud and use the same method to isolate the other half of your cloud.
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I'm gonna go on Cerbera mode and say: Welcome to the Core 🙂 please fill your profile info so we can see all your settings and find the answer much faster. You can use the Collision Deformer. You are getting the scene in R25 collision.c4d
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Can someone post screenshots from the scene file revealing hidden angles and how the scene transforms in key moments of the demo ? I would do it myself but I don't have Unity and don't know how to operate it... Some wireframe screenshots of the character and environment details, show the outdoor environment (is it just an image?) are also welcomed. I would also like to know if the floor opening hutch effect is a bool.
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This demo showcases their new Adaptive Probe Volumes. I guess this is what we see casting shadows on her but I could be wrong. Here's the link with their analysis and some way of getting your hands on the scene file. https://blog.unity.com/news/introducing-enemies-the-latest-evolution-in-high-fidelity-digital-humans-from-unity
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You mean project it ? The effectors have the ability to act as deformers on objects outside the scope of MoGraph generators. You just have to set it in the appropriate mode Unless you refer to an AE access on individual clones here's the scene with the cubes un-instanced examplescene 01.c4d
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I love this model, can I keep it ?
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Something's fishy about this... It's like the whole desk and the character are from an other take and then composited with the environment. The elements that I found to back my statement are: lack of perspective (it's like the camera is only focally zooming to the point of interest that would make the space between the camera and the point of interest small enough to adequately fit in the rolling environment , not that it could really pose any problems) Lighting doesn't seem consistent with the environment (again possible to exclude other objects from being affected by light sources) She really does look like a cut-out from the background (too much feather mask on her hair + the CRT screen effect on the background) I'm not saying that everything is not CG, it just hard for me understand how this whole scene is set in one single Unity project and rendered in one go.
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How to straighten curved objects ? (Cables from kit bash)
HappyPolygon replied to a topic in Cinema 4D
My first try would be to try a spline wrap but that didn't go as planed ... I think I've figured out a way but because I'm a noob at character rigging it didn't work for me either, you might figure it out. Draw a spline at the shape of the model you want to straighten (use one of the orthogonal views) if the model is coiling in all three axis you'll have to use an edge selection and trace the path with the loop selection toot deselecting the extra lines that return back to origin. Then make a spline out of the edge and try to center it in the center of the volume of the model use a Sweep with a circle to the spline you drew scale the circle to make sure it covers all parts of your original model here's the clever part - use the Mesh deformer. Make the deformer a child of the original model and drop the Sweep in the list of the deformer make a copy of the spline you drew and convert it to a Joint Chain Now you are on your own 'cause I couldn't bind the Joint Chain to my Sweep, if you do that you will be able to straighten your model by simply re-positioning the joint chain really easy if you set it to IK. Just press Current State to Object and you have it. maybe the Mesh Deformer part is not necessary and it can work just with bones, I don't know. -
Best way to set up constraints for building a fence line
HappyPolygon replied to Bovellum's topic in Cinema 4D
That's what I first thought but the description was too complicated for such simple design, and given the rank of OP I didn't think he couldn't figure a solution like that.... -
Best way to set up constraints for building a fence line
HappyPolygon replied to Bovellum's topic in Cinema 4D
You've totally lost me. any references or a simple sketch ? -
Reading comments about software attachment makes me think how important is a Psychology class in arts an design ...
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I lost so much hope for those I don't even consider them features anymore. It's like considering drop-down menus and a render button a feature...
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Possible to trigger an Effector's animation with another Effector?
HappyPolygon replied to pfistar's topic in Cinema 4D
I think I've seen this post before... Could you describe what is the intended final result ? Sometimes trying to make our own solutions isn't going to solve a problem because we try to make mechanics work the way they are not built to. From my experience with C4D when an attempt to solve something in a certain way fails, it's better to see the problem from a different perspective. The following doesn't make any sense: There are Generators, Effectors, Modifiers, Deformers and Fields and this is their relations: Generators affect Generators. Generators produce new geometry from an old geometry, new splines from old splines, geometry from splines or splines from geometry. Effectors affect Cloner Generators and Modifiers. Modifiers and Deformers affect geometry and splines. Fields affect Effectors, Modifiers and Deformers. XPresso affects everything. From the above the following conclusions are made: Deformers and Modifiers can have the same effect on objects but Deformers cannot treat each clone in a different way, that the job for the Effectors and Modifiers. Same entity types cannot affect each other except Generators and XPresso. This means that a Deformer cannot deform a Deformer and an Effector cannot effect an Effector. But multiple Deformers, Modifiers and Deformers can affect a single generator or geometry. I opened your scene and everything looks fine. A time offset of one Effector will never affect an other Effector. I don't understand what you want to accomplish on your 3rd example because it is unrelated to the 2 before it. What is the purpose of the existence of the Plain Effector ? For all I can see, it only attributes color. In this context the Time Offset of this Effector has no visual application. If you want to make each compound cube to randomly disperse like in example B then make the Field go trough the array horizontally, not vertically. -
The only thing that is 100% certain is the Scene Nodes system and features improvement. All other already developed features will remain the same. For the past 5 years nothing old gets any significant upgrade. We get small upgrades on features introduced in the last release and that's it. So I'm just waiting for about 3 new features and some field-related involvement on some old generators like local subdivision using fields. If there is a small chance of getting an upgrade on an old tool I would expect some new fracturing algorithms for the VF.
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My expectations for getting a release packed with new features where high once things got more optimistic with the pandemic. Now with a WWIII forecast they are shattered again.
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I find it difficult to make a simple Inset and Extrude
HappyPolygon replied to HappyPolygon's topic in Nodes
Thank you, I though that the Capsule system worked only in a step-by-step top-to-bottom style, so in that context I thought that the last node always had to look for the right information from the node just above it and with that train of thought I was trying to avalanche every selections from previous nodes to the next one in order to feed it to the right node further down. If nodes can look further back things can get much easier. -
How can I do this using Scene Nodes ? I'd also like to know if it can be done in the Object Manager. It's an Inset and then Extrude. The right sphere is what I get using nodes. (I used the Newly Created node to isolate the center polygon but got the oposite... the Invert Selection didn't help either)
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Does the model have thickness ? Please show some topology pictures.
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It is possible to aply a variationn if you use the following setup that uses soft body dynamics The bad thing is that I'm unable to find this crutial constraint tag mode ! I can't think of an other way to produce this example image from the manual ! If someone could find fow to reproduce that without a cloth tag, it would be great. Now for your particular project you could use Hair. Under the Generate hair tab choose Type: Spline. And under Guides tab choose Root: Polygon Center. If you want to make a procedural appearence of those ribons you can still use single-polygon plains as clones and have them grow hair. I had to split the hierarchy to 2 'cause the app kept crushing ... strips r25.c4d
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Insydium Sneak Peeks - 2022 (Terraform, Mesh tools)
HappyPolygon replied to 3D-Pangel's topic in Plugins
WOW, Vue has come a long way and got very powerful. Thank you for sharing the technical aspects. When I use Vue (french) and C4D (german) I feel multicultural ... (I didn't know Bentley acquired Vue) -
very realistic !
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Voronoi fracture - Address pieces separately ?
HappyPolygon replied to Chillkroete's topic in Cinema 4D
You type a name for the selection and the Set Selection node creates a selection tag with that name, he then feeds that to the Bevel deformer -
Why is the anvil a lvl 5 and the microwave oven a lvl 1 ? To my experience any object can get a lvl 5 category if you try to replicate it as detailed as possible.