
Hrvoje
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Everything posted by Hrvoje
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Yes, seems they fell into same trap. Also, seems that few key people left earlier this year, so it is also possible that there were disagreements on where and how it should proceed. I also think that their user base was bleeding out due to competition, but all that is pure specualtion on my part.
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I recall there was such enthusiasm years back around Modo, when C4D modelling tools were not updated and improved, even to a point where it was postulated that it will replace C4D alltogether. I have tried it myself and it was obvious it was completely built for modelling in mind, with little consideration for becoming more than that, and I suspected that it's architecture simply isn't suitable for such task. Either way, After that I never looked at it again, but seeing it being abandoned is quite sad.
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Could be that we will see some familiar faces again back on forum if they opt to go back to C4D, such as @3DKiwi
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: O Didn't see that one coming....
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Use a single effector op and transform matrices node where you will wire in all transformations. Be advised that these are all experiemntal features and should be treated as such : )
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Hard to help since we don't have your configuration of machines and files. I would say that it is best t ocontact Maxon with your findings and include all the details as you have here, including files. They will most likely have all possible hardware to check against 🙂
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@Peter Hebein Hm, with detailing the connector is not workign correctly, could be a limitation, I don't recall at the moment but will ask the dev. In meantime, you could disable detailing and use a second Fracturing on your existing fracturing with no source but with detailing enabled. This should work but it will be slower
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You can configure viewport options either global or local, however there is configure similar option. For example, if you do a congifure similar, then a setting you apply in any orthographic view (side, front etc.) will be applied to other orthographic view. Check the settings in viewport view menu under configure.
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As far as I am aware, there is none but it is covered on Maxon youtube channel. Have you gone through documentation? It is pretty goood. Also, there are really nice example scenes in asset browser which you can dissect.
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@Peter Hebein Sure. Use a connector, fixed one will work. Make sure you adjust the breaking force if needed
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You have some drag under forces tab. Either change that or simply apply a new dynamics tag to make sure all parameters are default, I haven't dived deep into it
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Let's start by a simple burning match, nothing fancy, showing how Pyro plays with MoGraph 01_Burning_Match.c4d
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Hi folks This topic will be used to post example scenes related to particles, pyro and simulation in general. Feel free to post 🙂
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There is indeed little gremilin inside, most likely related to correction deformer. It does refresh on reload though so you can stil lbuild your setup. Scene attached (was missing in your post) particles.c4d
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Hi Peter Voronoi Fracture should have the dynamics tag and you most likely have collision shape changed? Either case, it is good idea to post a scene file if that doesn't resolve it
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@Smolak Feel free to share an example scene for window, I am sure members would love to see the internals 🙂
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UI bug? Dropdown not appearing after clicking button.
Hrvoje replied to Blaz Vidovic's topic in Cinema 4D
Looks like some missing resource? Best to contact Maxon. They will be able to say if it is on their or Octane side. -
You could reference one node capsule in another, that works
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@DALII Ah, I see what you mean. You will need two objects, that is due to requirement of making a cutout and then placing the window rig in it. Nodes can't define what will be inaccessible to generators. You can help yourself by automatically creating correct cutout size box from window mesh (in another capsule) and bounding box node : ) That will be way cleaner than what you are doing now
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@DALII That is why change in perspective is needed if you want to have single mesh. Then the objects become polygon islands in single mesh. For example, glass and frame can be separate islands and exposed as selections. Of course, maybe I misunderstood, can you post your scene?
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@DALII Ah, I see what you mean. Nodes mesh outputs a single geometry at the end, but it can be split into island, selections etc. What you are looking for is connect object. It joins all geometry and the you pass it out. Here is a screenshot: Also notice that there is an if node (switch node also works here) that controls if window is enabled or not. This is just to illustrate you can have endless control. Nodes became very mature but still have stigma of being "techy" and difficult from their early incarnations. That ceratinly is true for some compelx stuff but for needs similar to yours they are surprisingly simple. Tip: Drop wire directly on connect node parent port, that will automatically create new connected child port. Happy to help, this also helps other members as well 🙂 window.c4d
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@DALII Not really sure what you mean, are you asking if you can import result of the boole or generators? If that is the case, then no, you can import only raw geometry. You can reference a classic object, but then it is not living in the graph, it is a reference to object sitting in object manager. If you are asking how to stop something in the graph as equivalent to stopping a generator in hierarchy with stop tag, that just requires mindset change. You simply don't apply it at first place - nodes give you multidimensional possibilities which exceed object manager. One other aspect that you will discover later which is very handy is that you can save your assets and utilize the versioning system which is builtin 🙂 As far as questions are concerned, no worries, fire away!
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@DALII You can create everything you need in single nodes mesh capsule, either from scratch or by importing some base geometry into graph permanently. By this, I mean ctrl+drag your initial geometry into graph. That geometry will then be present as value node inside the graph and you can delete the source. From there, you can buld up whatever you need and propagate controls to out, create selections etc. Here is a quick example where I imported a frame which is now a geometry value node inside the capsule and made some generic functionality. Hope this helps 🙂 Nodes are very good for this. Naturally, it takes some effort to create an asset but once you save a lot of work down the road. window.c4d