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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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- Last week
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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.
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Hi Hrvoje, i'm sorry, the scene is already reduced as much as I could... the working scene has a long timeline full of stuff... I suggest you just cut the mesh & keep the ceiling part to see if you can have better outcome. I though maybe if the smoke would go downward to mask the banding, but couldn't figure out how to do that O_o
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@Julien Scene is very heavy, can you possibly reduce it and reupload? I can barely navigate and see the issue, however, it looks like you are not happy with emission type? Either that or use a proxy object for emission
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Oooh, I have all Vue packages downloaded since it went free (I posted question here about tree animations back then and someone pointed me on that) but it is on my to do list since then. I am on C4D 2024 because with 2025 + Vray 7 I experienced many crashes so that´s fine with me 🙂