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Hrvoje

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Everything posted by Hrvoje

  1. Hrvoje

    Core4D shop

    There is a backend issue which prevents us, it is being worked on
  2. Just reconnect, automatic iterate collection node will be made
  3. By using material parametrization one gains access to parameters of the single material node in the scene nodes. For texture you have to designate the node in material nodes as "start" node then update the parameters of parametrization node. This will then give you parameters of that node
  4. Are you opening in R25? You should get this Try hovering over viewport and pressing "A" to trigger refresh, works here...
  5. Sure, here it is 🙂 There is a small refresh issue when you move your null which will require you to press "A" on your keyboard. If you move the cube itself it is ok. Basically points of any geometry are in local space, meaning you get local point positions from geometry ports. To make points global you have to multiply with the matrix (transform all points with matrix of object which carries the points). Effector_node_0001.c4d
  6. Use material parametrization node. It will allow you to access parameters of node from node material which you designated as start node. Here is a simple scene mat_param.c4d
  7. Use connect node. You can use named selections inside nodes plus some keywords such as "active", "all". Here is a scene that can help selections.c4d
  8. Setup works 🙂 The problem is that your cube is transformed and setup acts on non transformed points. You have to get global point positions by multiplying the matrix with each point
  9. aboard! We have few Bjoerns already 😉
  10. If you mean using it as a drag and drop into field then no. What are you trying to do? 🙂
  11. Here is a simple example. If you want more than single previous position set the memory node to array and append all values. That way you can access any previous value previous.c4d
  12. Hrvoje

    MAXON is hiring

    Hi folks : ) MAXON is hiring and there quite a few open positions, make sure you check them here https://www.maxon.net/en/about-maxon/careers
  13. Yes, he can use object group but he can't do it in mesh group only (I believe that is the idea). Here is object group example Polygon_numbers_display_0001.c4d I would strongly suggest to use Nodes exclusively, That way you don't have to bother with context, predefined templates, and most importantly it will be much faster and able to display much more data. Many text splines will choke object manager and viewport rather soon.
  14. Since displaying involves text spline I don't think you can't do that in capsules because you can't mix context. You need input mesh and splines, where capsules are more strict in their definition. Good thing is that you can do everything you are after with nodes and not use object manager (you can use scene manager) and suffer from possible performance penalties.
  15. Of course. you just select the appropriate template from asset browser. You have a choice between geometry modifier, selection modifier, Mesh primitive group, Spline Primitive group. I added a simple scene with all 4 in object manager. You can now double click on any of them and do whatever you want with nodes inside 🙂 After you create what you want you can save it as asset and simply drag and drop into object manager as you wish capsule.c4d
  16. Depending on the spline shape you can't expect good topological result from mixed splines? For example, if you use circle and rectangle spline and then chamfer vertical edges that will be a mess quickly 🙂 What you can do instead is use loft. This will allow you to stack splines and create the shape with nice surface characteristics while it will still offer you ways to subdivide and tune the result. After that you can chamfer edge selections you want. Hope that helps
  17. You can't know which pairs to input, unless you check for point indices. Easiest way to do this is as shown in attached scene. Pairs are just indices the form a single edge. It is much easier to transfer (convert) point or polygon selection. I would advise you generate geometry in nodes themselves, there you can also access "newly created" node. maybe you could say what you are exactly after, maybe there are other methods 🙂 cham_0001.c4d
  18. Maybe I am missing something, but if you want to chamfer edges you simply change the mode to edges? Edges are defined as pairs such as 0-1, 0-2 etc. Also, it is often way easier to convert a point selection. Here is an example file cham.c4d I did the pure nodes version but you can use exact same nodes in object manager with same settings
  19. Hrvoje

    Particles?

    You missed particle distributions 🙂 Those effectively give you an option to use standard or even TP particles in Neutron. Simple scene attached with standard particles std_particle.c4d
  20. You can check Wikipedia for list, here is a screenshot Nothing is made exclusively in one application these days 🙂
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