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Mantas Kavaliauskas

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  • First Name
    Mantas
  • Last Name
    Kavaliauskas
  • Expertise
    Generalist

HW | SW Information

  • Renderer
    Redshift, Corona
  • OS
    Windows
  • CPU
    AMD
  • GPU
    GTX 1080ti

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  1. Well I have tried both C4D "way" and Redshift "way". C4D way is Flat mapping + cloner set to straight (not working), and Redshift way is using Projection node set to "Reference Object" in combination with Redshift Object's tag "Reference" feature (not working as well). Although both methods will work if I just bake the cloner/object to one single mesh/object, but that would be extremely unnefficient. Slow viewport, long geometry loading times into the renderer and slow rendering itself. P.S. if by "workaround" you mean putting the cloner into connect, then yes, it works, but from my testing so far, it's just as unnefficient as baking the object to poly/single mesh (unnefficient in a manner of wasted pc recources).
  2. I have updated my first post with a scene file, can you please check it out?
  3. I have tried manual, youtube, discord, forums, google etc so far. No solution yet. Well, it means projection type "Flat" should work then, right? but no, it doesn't. Yeah, the texture sticks, but then it just repeats/tiles over each and every clone. And I need one giant texture/logo that covers all of the clones at once. Additional screenshot: And the result I want is basically this:
  4. Hello, Why isn't my texture sticking to an animated cloner object when "Fix Texture" is set to Straight? It should work just like that, no? Video showing the problem - https://www.dropbox.com/scl/fi/sfu3w86zcc8c6v60bqzx8/Recording-2024-01-23-at-12.38.39-PM.mp4?rlkey=u19yj4khtz2qx7bv94269cte3&dl=0 Scene file - https://www.dropbox.com/scl/fi/77rslqbs8vuk69k4rp40h/Cloner_Pin_Texture.c4d?rlkey=akol0cuwzmteycmsuhmrjruob&dl=0 P.S. I want to keep my setup procedural.
  5. Okay, but still, how does my current setup result in 300 frames loop? which exact parameters determine this? I want to at least be able to calculate loop's length based on the formula/my settings, because now I just have to scroll through timeline manually and look for a frame that is identical to the first one.
  6. So it seems the loop is repeating at 300 frames currently, ant not 1500 mentioned before. But anyways, I still want to understand where does this frame number (300) comes from and how do I control it in a predictical manner? Thing is, I can't change Frquency since it changes the design a lot, and I like the way it currently looks. And I can't change Time/Delta Time since 10% is just a perffect amount for me (it has to look slow-mo). And here's the scene file for you guys to check out: https://www.dropbox.com/t/5c6GoPT3RrAsHbgU Long story short - how do I change period/length of the loop without changing the general look/design and speed of the animation?
  7. Hey guys, I'm building/growing this text using volumes and Formula Field in C4D. But the problem is, with this current code/formula, for the full loop to happen in takes 1500 frames. And I want it to be 150 frames (10x less), how exactly do I modify this formula for this to happen? BTW, my frame rate is set to 30. And yeah, I'm pretty bad at math, lol. P.S. Frequency also change the looks of the geo drastically, so I want to keep it at 5.
  8. Is it a bugged or am I missing something here? All default settings. Simulation Tags > Collider on the floor and Simulation Tags > Rigid Body on the cylinder. First video - settings are all default Video nr1 Second video - "Is Hollow" checked in the Mass tab of the cylinder/rigid body Video nr2 Collision shape are enabled in the viewport, so you can see it's not the problem in this case.
  9. Hey there, Anyone managed to find a workaround for this problem shown by Chris Schmidt here - Video ? A problem where connectors still stretch/leave gap no matter the settings, to be clear.
  10. Is there an equivalent to Houdini's "Point Deform" SOP in C4D I'm wondering? Basically, I want to make a soft body sim using low poly and then transfer it to high poly. Any ideas? Point Deform
  11. There you go https://www.dropbox.com/s/8xevrzkjlwt8jho/3DS_Max_To_C4D_Export_Test_01.fbx?dl=0 Exported from Max with "Triangulate" set at "Off"
  12. Okay so it seems the object/model only gets triangulated when C4D detects ngons, otherwise it leaves polys as quads. Anyways, was hoping there's a simple solution for this, but it looks there isn't one. Thanks
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