
Hrvoje
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Everything posted by Hrvoje
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Here is an elaborate setup - Tracer. It is a reduced version of MoGraph tracer but setup can be expanded to include more features Some basic control are available Graph is complex but groups and subgroups are commented to good extent to explain what is going on 01_Tracer.c4d
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Here is an example of orb eating up other orbs. I recall seeing this somewhere but cant recall anymore where. It is interesting effect and requires more complex graph. Graph itself Graph is commented, hope it helps uncover some tricks and help further understanding how capable nodes are π 119_Munching_Orb.c4d
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Pure node example! A beacon, radar or radio station, whatever you want to call it π Graph is not complex at all 109_Beacon.c4d
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Here is an interesting one - random text to textπ AM controls You can choose the text, random seed, amount of randomness plus some extras such as removal of curly braces, commas and specific characters Graph 167_Random_Letters.c4d
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Not sure why there is a belief that nodes are not being developed anymore? π
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Sure you can but it won't work for the camera itself. You can, for example generate a matrix on your distribution object that is output from nodes.
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That won't work. Object is imported into graph and new object is output from it.
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Looking forward to next release π
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Here is a fun one - pendulum π. This is pure nodes setup with imported geometry Top Graph Subgraph magic part There are some convenient controls 30_Pendulum.c4d
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Here is a bit more elaborate setup - splinewrap prototype. Generator takes a mesh as input and in link deforming spline can be loaded. Some basic controls are present Graph The setup can be expanded to reflect current splinewrap deformer and expand on it 67_Splinewrap.c4d
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Here is an example of hot make a fish school, or flocking effect. This is pure nodes setup. Control the effect through controls on grid and random node 57_Fisch_School.c4d
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I see. Check the geometry property set node, it generates points (or other geo attributes) by using incoming iteration or array. You can use point data from spline itself or any custom data as input.
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When you say attribute you are referring to some Houdini construct which I am not acquainted with. In nodes, you can generate lines by using index and topological nodes. Check line topology get/set nodes too. I presume this is what you are after? connect.c4d
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Yes, you would need to create a custom array of points based on any condition you want then use those points to create spline segments. There is spline assembler and other spline related nodes that can help you with that
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Use filter op. Here is the simplest case where there is no falloff involved
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Here is a aim constraint prototype. Simple but can be turned into full blown setup following the same principle π Target is loaded in Generator Graph is simple 21_Aim_Constraint.c4d
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Here is a pure nodes "trailing" setup. Clones will trail (as with MoInstance) the animated value and one can change the count. Magic happens inside memory node On the main level things are quite simple This setup can be expanded to completely make MoInstance parity plus some more! 75_Trailing.c4d
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Here is a bit more elaborate setup, in this case purely nodes based. Essentially it is an inheritance effector where clones reach transformation of target object with temporal offset. Sounds complicated but effect is quite known. Following controls are provided You can choose what is active (what transforms), duration and gap. The main part of the setup is located in inheritance group To use, simply set final transformation with null object Press play and clones will transform from original state defined by distribution to new transformed state. You can easily swap the distribution. The challenge would be to make this a capsule π 112_Inheritance.c4d
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Here is an example on geometry modifier usage. Here we build a simple smoothing deformer π 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
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Here is a setup that goes around refresh issue, hope it helps 21_Aim_Constraint.c4d
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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
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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)
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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
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Here is a spline projection proto π 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