Hrvoje
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Everything posted by Hrvoje
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Sure it's possible 🙂 vmap_selection.c4d
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Time to revive this thread, here is a fun one 🙂 12_Butterfly.c4d
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@BlastercastG Not a rendering guy myself, but maybe post a simple scene file? That makes it easier for members to help out
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Here is how to calculate smooth tangents in nodes. Setup is interesting because it shows some previous/next iteration techniques which are widely applicable 🙂 237_Calc_smooth_tangents.c4d
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@Smolak Update to latest 2025.1 In case some of you didn't know, Donovan is very capable with nodes, given his position he couldn't avoid it 🙂
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Sent a bugreport to Maxon? Drivers up to date?
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@zeden Is this in scene nodes or it can be in capsule? Both are possible but with new object inputs it is really easy, here is a quick example multi_obj_delete_components.c4d
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Depends what you do. If you are rendering a lot then gpu performance is more important. Regarding motherboards, it is pretty much all the same except for people that are enthusiastic about that - same factory, different brand logo 🙂. If you are into silent environment then check aftermarket cooling, such as Noctua. Also, this can help https://dropandrender.com/cinebench-benchmarks/
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All nodes capsules, both nodes mesh and spline, selection and geometry modifiers can now easily ingest input objects. Objects can be ingested into graph as a child or link. object. Additionaly, whole linear hierarchies can be imported via object children and object links. For example, you can now subordinate some objects under nodes mesh and use them as input in robust way. The principle is the same as you would put a mesh under subdivision generator, spline under sweep or some objects under volume generator, child objects are simply available for processing. In case of a link, think link slot which cloner has when set to object mode, target for constrains or similar. In case of links, think list of effectors or fields. Here is how you add them to Capsuies Once the capsule is processing the input it will change color to generator color to indicate that In case of link or links it is the same as in rest of C4D This eases up referencing and ingesting objects to great extent, absolutely love it 🙂
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Here is a setup which showos how to do particle to particle collision. Although there is no real collisions available at this moment, some modifiers can be adjusted to do a very convincing job 🙂 Bubbles.c4d
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Love Noseman, he is even more fun in person 🙂 Personally, I am the happiest with proper object inputs for capsules, that is a big feature for me
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Known issue, unfortunately that is the way collision deformer was created back then. You could fake it by creating 6 hidden collision cubes around the sphere to get the collisions you are after, or take a look at this nodes rig https://www.youtube.com/watch?v=TR3h6msfiyQ&t=668s
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Took a quick look, but it is clear that joint structure is not the same. You will need to export from Cascadeur app (never used it) C4D compatible structure. Their website says that support C4D, so look at the docs 🙂
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Simulation Issue - Should be simple, but it isn't...
Hrvoje replied to David Cowell1's topic in Cinema 4D
I see what you mean. You will need to create multi stage fracturing. Create a first level of two pieces and apply rigid body to it. Create a MoGraph selection of top part of the head (you will use it for second stage). Create new Fracturing as parent of previous one. Here load the MoGraph selection from previous to restrict breaking only the selected part so you cna have detailed break in your second stage. Apply rigid body tag to top fracturing as well. Now you will need to animate the enabled state of top fracturing, but you should be able to get what you are after. Also, try with bullet dynamics as well, you might get more pelasing result in this particular scenario- 3 replies
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- Simulation
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Hi Hard to help without a scene file..
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@LLS Very nice setup!
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Here is some simple trailing, MoInstance like but with nodes. Control the trail count in compare node. The advantage is taht the setup can be greatlu expanded, such as usig mixed objects and similar Simple_Trailing.c4d
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@Cerbera Wonderful modelling skills, I applaude! 👏
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@DALII Here is how you can split any spline into parts between control points. This makes it easier to process since you will always work on single spline with two points. You can then resample that any way you find useful split_control_points.c4d
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You need to build your own resample then. Easiest would be to explode each line between control points to a spline itself. You can then use evaluate spline node and add control points based on any criteria (distance, percentage whatnot).
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@DALII So, basically you want to check if resampled point (new point) is more than some value in distance from original point and then simply don't generate it? Or, you want to treat segment between two points individually and resample just that?
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Please post the scene here, make sure you strip the scene to bare minimum and describe the issue as best as you cna for easier troubleshooting.