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Hrvoje

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Everything posted by Hrvoje

  1. Hi Jeff You need to tessellate the spline with modifier. Simply drop a tessellate node after outline
  2. Then you can build your own mesh using nodes. Can you post the details about the point cloud and what kind of mesh you are after? How should mesh be generated from those points?
  3. You can put outline spline into nodes modifier and get it to work in object manager It is designed to make point deformation easier, think deformers. Here is an example: Taper_Deformer.c4d You can create any deformer that pops to mind : )
  4. Ah, I see. The plane option can be considered as up vector and is best to be left in auto mode. What you want is better achieved by enabling a selection for the part you are interested in (inside or outside) then use transform geometry node and reference that selection. This will give you fine control
  5. Can you please attach the scene? Attachments seem to work here
  6. Hrvoje

    C4D July release

    Folks, we have new July release - 2024.5 https://www.maxon.net/en/article/maxon-one-july-release-includes-a-variety-of-beneficial-feature-updates New Features Modeling Split Command defaults to not keeping polygons in the source object Simulation Improvements towards auto generated connectors Translations of parent Connectors are applied in the local space Pin connectors inherit the orientations of the Rigid Body Gathering Connectors in a Null object and moving without affecting relative position Connectors now support Colliders simulation type Connectors support for Spring and Motor Object Spatial sampling location when using MoGraph tags now follow the movement of the connectors The default orientation of Ragdoll changed where the cone points vertically Volume Grid list inside of a volume fieldlayer to choose which grids to sample Particles Cloners and Arrays support Basic Particle Emitters and Forces Collider Modifier has an β€œiteration” parameter Surface Attractor splits out the strength parameters to Attract Strength and Follow Strength Surface Attractor adds a slider to impact the Object Velocity Strength influence on particles Field Sampling Variance parameter in particle simulation settings Particle Group and External Cache export and import scale support Reproduce Emitter colour options match the options in other Emitters types Math modifier input value field shows Degree units for operations Sin, Cos, Positive Sin, Positive Cos, in Constant source Mode Redshift When Redshift is enabled, Redshift Camera is created when using: Motion Tracking Camera Calibrator Camera Morph Camera Crane Motion Camera Exchange Alembic Points object can be imported as a Particle Group Options added to use custom Alembic export settings for the baking. Scene Nodes Split Node - Based on the Split Command Disconnect Node - Procedural version of the Disconnect command Align Nodes in the Nodes Editor Outline Spline Node - allows artists to procedurally stroke or offset splines Points Modifier - allows artists to use simple node networks to easily make your own modifiers/deformers General Improvements Undo History now accessible within the File Menu For Nodes people or ones that want to try, there is a Points modifier which is really great πŸ™‚
  7. For the math lovers - chrysanthemum spline 211_Chrysanthemum.c4d
  8. I see, that is still a bit cryptic. Add a new input on left input column, right click on the port and locate geometry port in object bundle under nested port category. This will give your geometry but you have to designate the parent port as linlk. Right clich and edit port, under advanced designate the scene port mode to link
  9. Modifier only modifies existing geometry, it can't change it's type. Think of it as a deformer. You need to use spline mesh or object group.
  10. pm request - analog watch setup. Setup converts input seconds to hours, mins and seconds watch.c4d
  11. Tried Multishader? tower color_0001.c4d
  12. 1. No, it has to be a Character builder template. 2. I believe so, but it has been quite some time when I did that setup, Component tag is quite deep... Alternatively, you can try nodes which will give you much more power and can ceratinly do it. Either way you are looking into some work πŸ™‚
  13. You need to define dynamics on cloner level, not the object itself. Mixing diferrent dynamics is often troublesome...
  14. This can be done with character object, here is an older example I have VP_Roadtest.c4d You need to save the top null as character builder template, then load character object and use template from there (hit buttons to add road sections) Another way would be to use nodes but haven't tried that yet
  15. You can use an y point object as input for field. Load a spline into field list πŸ™‚
  16. Make sure you attach the scene file, otherwise it is difficult for members to hel you out πŸ™‚
  17. @Smolak I believe this is what you are after Cloner_0001.c4d
  18. @Smolak Take a look inside atom array asset, it shows how to handle this
  19. err. Not sure what you mean? πŸ™‚
  20. Here is nice setup, analytical foam, originally done by Entagma in Houdini roughly ported to nodes. It is doable with nodes, quite performant. There are room for improvements but that would require even more complexity. 193_Analytical_Foam.c4d
  21. Keep in mind that only static values can be used with assert (for now)
  22. @LuBaphomet You have a couple of options here. One is using IK, constraints and parenting (haven't tried) or doing a math based rig. Here is a stab at it. It is all apcked in single mesh, you can check the graph for details. There are two sliders which do what you have been describing. Hope you can adapt it or transfer to your specifics. slide_fun.c4d
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