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Hrvoje

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Everything posted by Hrvoje

  1. Here is an example on geometry modifier usage. Here we build a simple smoothing deformer 🙂 Setup uses looping in form of loop carried value node which accumulates results 10x10x10 segment cube smoothed Modifier has iterations and strength parameters It is used as any other modifier in OM Main graph is quite simple. Important part is range node which drives the looping Loop carried value internals are heart of the setup This setup can be expanded and improved. You can build your own deformers! 79_Smooth_Points_Deformer.c4d
  2. Here is a setup that goes around refresh issue, hope it helps 21_Aim_Constraint.c4d
  3. For each input you can define how it behaves by using resource editor. Right click on input column and open it from context menu. This means that from Object port system will take children of generator into account and access data from them
  4. There is an refresh issue. Additionally in the classic import node you have to change to local or global transforms. If you then move the null and press "A" on your keyboard it will force viewport refresh. If you animate the null it will work (with Time dependent enabled in classic op node)
  5. Here is an example of simple particle emitter : ) It is a simple generator as shown in OM With some basic controls in attribute manager such as emitter size,birthrate count and speed Graph is simple for what is realized Viewport result In current form it is actually possible to build particle systems 165_Simple_Emitter.c4d
  6. The whole point of nodes/capsules and new core is performance oriented, not sure why you reached the conclusion that not answering means no...
  7. Here is a spline projection proto 🙂 Generator takes spline as input And you load a target into link slot Graph is quite simple It can be relatively easily expanded and made more robust 146_Project_Spline_capsule.c4d
  8. You can send a bugreport and mark it as confidential. That way it is ensured that your scene is handled solely by Maxon specialists for purpose of debugging and profiling.
  9. Can you attach the scene? If not send a bugreport so we can check it...
  10. There is no spline chamfer node yet . Apart from making one yourself which is not easy, maybe this "cheat" can help if you are using simple geometry? chamffer.c4d
  11. Here is how to build a displacer. Obviously a reduced feature set but easily expandable since all nuts and bolts are there. In OM AM controls Graph Challenge would be to offer per axis controls 🙂 08_Displacer.c4d
  12. Have you contacted MAXON support? Hard to say without scene file and crash log
  13. Hrvoje

    Corner Selection

    Maybe this would be better approach. You locate a corner point and select a polygon face from it. Works on 2d planes. If you will use 3d mesh (such as cube) you will need to change comparison in the setup to accommodate for that. Hope it helps 🙂 Corner Selection_0001.c4d
  14. Here is a simple parametric Lego primitive! It appears as a generator in object manager With some controls in Attribute manager Graph is not complex at all and revolves around creating a single piece which is "cloned". There are probably more efficient ways to make this but it is late 🙂 148_Lego_Primitive.c4d
  15. Hrvoje

    Vertical divisons

    Without checking your scene file I can say this is not that easy. There is no simple "add point" function yet. Firstly you will have to add point(s) to existing array of points and build corresponding topology with topology get/set nodes. Will try once I grab time 🙂
  16. Point being a matrix has benefits. In example of spline it can serve nicely for orientation. Good example of point being a matrix is in distributions. Clones assigned to points will assume position, scale and orientation of the point : )
  17. Hrvoje

    limit selection

    Here is a quickie with simple area calculation. If all your polygons are quadrilaterals it will work 🙂 poly_area_selection.c4d
  18. Booleans are not available in nodes. What seems as most reasonable route is to create your plank mesh and import it into graph by ctrl+drag into the graph. Then the mesh is stored in graph. That coupled with distributions can give you a lot of control. For learning content you can also try this free training which touches nodes : Hope this helps
  19. Hrvoje

    limit selection

    This looks like different setup? Can you state what exactly you are after? Presumably you want to have vertical surfaces as selection...?
  20. Hrvoje

    limit selection

    So, you want to delete ones with area smaller than? 🙂
  21. Here is basic setup. All the magic happens in surface blue scaled noise node 🙂 It will prevent intersections and you can mix output sizes of clone Surface_scaled_blue.c4d
  22. Here is an interesting one. In a nutshell, a linear cloner which respects boundaries of input objects. Generator takes any number of input objects and arranges them on selected axis There are controls for axis, count and spacing Here is a graph The "magic" happens in LCV subgraph 47_Boundary_Clones.c4d
  23. I presume you want to clone on surface without objects intersecting? If you have scene nodes you can use blue noise distribution...
  24. Here is an interesting recursion setup. Doing this outside nodes is quite tricky. Generator takes input object and for each new generation places a scaled copy on the points of previous one Depth and scaling factor controls Here a cube with a depth of two Graph The core of the setup happens inside loop carried value node This is a nice example of using LCV node. Try expanding the setup to show different color for each generation! 40_Recursion.c4d
  25. Here is geometry modifier capsule example. This, well, deformer is generating wave like motion of various type through any mesh (or spline). Has multiple controls for defining wave type, frequency, speed and amplitude Here is the main graph (double click the icon of modifier in object manager) But all the "magic" happens in Wave deformer group so here is the subgraph This setup can be expanded quite a lot, hope it gives you nice insight on how to build your own modifiers/deformers 32_Wave_Deformer.c4d
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