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Hrvoje

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Everything posted by Hrvoje

  1. You can generate various geometry types (including an instance if needed) using hair itself using generate tab. Check the attached simple example head_hair.c4d
  2. Highly doubt that will happen Same here, not my industry and I must have been living under the rock since I did not hear about them before : )
  3. @Jakobwagner There is a known issue where that node is not working correctly with modifiers. The reason is that it is meant to be used in object generation, not modification. If you use a spline capsule (which is a generator), then it works properly, see attached scene test add point to spline_0001.c4d
  4. I took just a part of the mesh due to scene being so heavy and used volume as emission type. This helped a lot in resolving the "streaks'. I would still go with proxies for this
  5. @Julien Scene is very heavy, can you possibly reduce it and reupload? I can barely navigate and see the issue, however, it looks like you are not happy with emission type? Either that or use a proxy object for emission
  6. Volume vectors Tornado fun: ) Tornado_vectors.c4d
  7. @bez The setup used in video can be changed to fake volumes, it could also possibly work with some volume distribution magic. Use a spline derived from object (use edge to line node) and see if that leads you results which work for you. Other than that, it is an interesting challenge πŸ™‚
  8. @bez The setup you have is causing cyclical dependency which is undesired and will lead to issues in animation/rendering. There is a differential spline growth tutorial here It looks like the capsule you purchased is based on that tutorial? Anyway, when you say "volume" you basically want growth contained within closed mesh, correct?
  9. Ah, I understand now. Still, nodes could be easier and way faster solution (than Xpresso or Python) for what you need. Can you, just for sake providing insight into your work, and I am pretty sure there are quite a few people interested in particular work you do, provide some requirements? Even generic ones would work. Nodes can really provide you with fully parametric, customizable, user oriented rigs. If anything, we can identify weak points for particular task and improve the nodes themselves πŸ™‚
  10. Not into python so the question is would nodes work for you? We would need to have an example of what foldable door you are after, nodes are very good for this type of work.
  11. I believe that you will be quite pleased then. Check around june 6 for info that will most likely pop up with some details.
  12. There seems to be more members but there is less posting. Seems most of the questions are already answered πŸ™‚
  13. Here is a version where goal is kept and both sides can be transformed, rotation happens in direction where one would expect (use the goal null). Not sure if that is what you are after, and if so, you will need to elaborate a bit πŸ™‚ overextended mechanical joint_0003.c4d
  14. @Exitaph Is this what you need? overextended mechanical joint_0001.c4d
  15. Hi there! I believe this can be setup without IK, rather with some nulls and proper hierarchy. Would be easier if you can share the scene file?
  16. Not particles or pyro, but still fun - field and volume based cheese πŸ™‚ 167_OpenVDB_cheese(MG).c4d
  17. Here is a nodes mesh version, should be math correct rhombohedral.c4d
  18. Checked this topic? https://www.core4d.com/ipb/forums/topic/117430-boat-wake-in-c4d/#comment-752951 Maybe there are still valid plugins available. Do you really need to use bitmap at all? I presume this is because you need to have correct wake shape (kelvin wake). In such case bitmap will just be showing static deformation. Maybe you are better off with something animated, yet not physically correct (do a search in file pits, there is boat wake with fields). If you need correct, simulated kelvin wakes you are looking into custom solution, doable by nodes or python. This is quite a task since you need to include bow an stern wakes, take boat size into account, time and decay, that is a lot of math...
  19. Faking it can be done with tutorial above using multitude of tools you have at disposal. I think it would be quite interesting to have a physically correct rig for this πŸ™‚
  20. The Classic - Carpet roll! 120_Carpet_Roll(MG+XP).c4d
  21. Lava lamp with scene file, attachment is missing in one of the posts above : ) 18_Lava_Lamp.c4d
  22. Pm request - point in polygon. This is the simplest way to detect if point is inside any polygon. Test location must intersect with polygon on all axes for result to be true 247_Point_in_polygon.c4d
  23. Welcome back, nice to see you here again πŸ™‚
  24. I am afraid that you need to force quit to stop the process : /
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