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@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
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renderbender joined the community
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I think Maxon is trying to get into the market of Arch viz and compete with Chaos. Look at AutoDesk - best I can tell from unvetted sources on the internet - there are around 15,000 Maya subscribers vs. 7,5000,000 AutoCAD subscribers. Archviz seems like a good market to go after. Also - Nemetscheck, which owns Maxon, owns Vectorworks, so there is a natural fit there, though it seems they want this new tech to eventually open up to all BIM software. Only time will tell - we should know more at the end of this week after AIA demos. e.
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It's early days on this still - they are just marketing and building hype. The first demos will happen June 6th. They just sent emails today looking for potential beta testers. I would guess that the actual product is still a ways off for delivery.
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Better movre this to Technical -> Nodes Topic.
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Looks nice but is there any technical information reguarding the type of features supported ? I see grass but is it polygonal or hair ? I saw smoke but I thing it's post. I saw subsurface scattering but it could be just a luminance texture. What types of GPUs are supported or what types of GPUs support which features.
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Jakobwagner started following Add Point to Spline node
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Hi I'm trying to figure out how the Add Point to Spline node works in a Nodes Modifier. I've set up a super simple example, to test it. If I test the Geometry output in the Data Inspector, it is empty. Have anyone had success with this node? Thanks! Jakob Wagner test add point to spline.c4d
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Maxon just posted their Arch Viz reel. Is there a lot of work out there for C4D artists in the arch viz space? Or is the reel meant as a teaser for Redshift in Vectorworks?
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Jakobwagner joined the community
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In your original file you try to attach the rope at the center of the hing knot. How does that make the rope not interfere with intersecting geometry when rope dynamics are involved ? When trying the Matrix and Tracer suggestion, where did you attach the end of the rope ? It should be attached to the end of the hinge.
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Ok, so 2 things contributing to that. 1. Your phong tag has Use Edge Breaks active. 2. In the text object your caps / bevels have the phong break rounding box enabled, which it is by default. Disabling either of those should remove the dividing line between beveled cap and rest of mesh. However, does tend to lead to messy results on the corners of the bevels, as we see below, so mostly it is preferable to leave that on. A messy, non phong-breaked corner, earlier. You'll notice on that particular text object that adjacent topology changes as it goes round the corner, and this is only cleaned up (ie cut / truncated) by the solve intersections checkbox, which we also need here for beveled caps to work in most circumstances. I would agree it is perhaps not the most elegant of solutions, but it is what it is in order to give easy access functionality all within 1 single object, which is rather what the Text Object is all about ! We should be able to circumvent some of these problems by using a bevel deformer instead, where we get more control, but again I fear that geo mismatch at the corners may lead to rounding artefacts anyway, despite the better control / ability to only apply it to certain edges / and manual phong break advantages. OR at any point you can make the mesh editable, and then manually select the edges you don't want phong broken and then use / unbreak phong shading command (I get it from down the very bottom of the right click menu) to remove that hard edge specifically without affecting the corner ones... It probably is worth noting that if we use the 3rd option in the text object rounding department - bevel outside - that actually solves the corner phong beak scrappiness because no geo is intersecting badly like it was before, at the expense of slighty 'fatter' text ! And then, if you set your phong tag angle to something low like 18 degrees, you can get the best of both words, thusly... But then of course we have this massive discrepancy between rounded bevel phong shading and the razor sharp edge running back away from the caps, and a fairly grim transition between the 2 on that corner... So lastly, the phong tag itself can help us there. By setting the angle in there waaay high instead, and changing the phong type to something like Angle and Area weighted we can improve it again, and gain consistency of shading in the bevel AND back across the mesh, so I guess this is the ideal solution in your case. We can see this better if we zoom out a bit and look at the 'B'... very nice consistent shading everywhere. CBR
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kkamin started following Text Object Bevels Not Seamless
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Hi everyone, I'm not quite understanding why there is a hard transition to the bevels. I admittedly haven't done much text animation for several versions of the program, but I remember this being really easy to achieve in the past. Thank you.
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I'll give it a try later today ...
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Mmm the problem with the with Matrix object + tracer is that when I put rope dynamics on the tracer, it just glitches out and breaks. I tried attaching the clip with the cloner again, but the problem there is that the rope belt won't connect to the clip it generates. I tried putting the cloner into a Connect object, but the rope belt still won't recognise the geometry.
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Thanks for your reply HappyPolygon! I did try stitching with the Cloner initally but that caused other issues. Nice idea with the Matrix object & tracer though, I'll give that a go!
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I don't think this is a priority issue, I would check the Scene Simulation Properties upping Substeps and/or Iterations but I run out of memory and crash C4D ... The Expresso setup is a smart way to attach things but we encounter very frequently this type of missbehavior. Try using Cloners with Polygon Selections on Object Mode to stitch objects in place... There was a way to connect any two points to create a spline in Xpresso but I can't remember how it's done... You could do it easier with two matricres from the Matrix object and connect them with the Tracer. Then use the Tracer as your rope. No need to pin the rope.
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Hi all, I'm having an issue with the rope belt which I'm struggling to solve and I believe is down to a priorities issue. I have this tent model which I am inflating with dynamics. I have four clips which are attached to the tent via Xpresso (it was easier and more stable to attach them that way rather than making them rigid bodies) and then the guy ropes are attached to the clips with the rope belt. When I run the sim there is always a small gap (see screenshot). If I cache the rope simulation and offset the resulting animation by 1 frame, the end of the rope lines up perfectly, hence why I think it's a priorities thing. I've tried changing the priority numbers in the dynamics & rope tags, I tried the Shift Priorities tag and I've tried reording the object manager evey which way but nothing seems to correct it. Does anyone know if I'm doing something wrong? TentSim.c4d
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Hey Mash, thanks for the idea. I was eventually able to solve this issue by manually arranging all the pivots of the single elements and animating a radial cloner. Anyway, how was your fracture object idea? Like putting all elements in a fracture and animate it with a plain effector or something? Thanks WhatsApp Video 2025-05-29 at 15.15.59.mp4
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cosezone started following Animate bracelet expansion
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Hello everyone! I'm trying to animate the jewel you see attached to make it expand and contract back to its original shape. I'm attaching another sample to make you understand better what I need to do. That one was easy to setup since the entire jewel is made by one single module cloned with a radial cloner whose radius is animated. The one I need to animate is tricky tho because it is made by all different pieces and the radial cloner is not working properly. Any idea or tip to make it work? Thank you in advance
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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
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Youre creating a volumetric system which is only a single voxel thick. This means when your diagonal curve ceiling leaves one voxel and enters another, youre going to have a gap as some polys are too far away from both voxels to be considered as belonging to them. Its the 3D version of having an aliasing diagonal line Honestly, you're asking a lot from the system trying to burn down an entire intricate interior. You either need to bump up the thickness/emission of the burning areas so the lines get filled in; use a higher res voxel mesh or just find another way of doing this. My instinct here would be to start off with a base of simple animated burning elements with alphas, then comp in extra smoke or more detailed areas as needed.