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  2. Hey. Haven't posted here for awhile but hope everyone is doing ok under our new AI overlords and oligarchical corruption regimes. Despite the world being a complete mess at the moment I do find myself suddenly needing to figure out a way to control the offset of voronoi fragments in this model I'm working on . I am using R20 and it seems not possible but maybe later versions can do it with fields or forces or texture map?
  3. Today
  4. I've experience this before. Last night, I cached the rigid bodies and that didn't even help. I think this is a bug and since we have the new rigid bodies, I don't think they will ever address this issue. The problem is that in a lot of cases, the new rigid body collisions don't work as well as the Bullet rigid bodies.
  5. Yesterday
  6. Last week
  7. Thanks but only getting perspetive, but able to do safe frames and get rid of world axis
  8. Why is it when you put a collider tag on your scalp hair still seems to smash through it? This is another of my old characters that I am testing out so ignore the hand going through the floor, just trying out hair in C4D 🙂 Minkey Boy Breakdance HB v03.mp4
  9. You can also use a Noise Modifier (available via Commander) in Modifier space to alter the orientation of a noise. disp_nosie_trans.c4d
  10. Earlier
  11. @A P That plugin is not helping 🙂 Here is a simple scene, hopefully it is what you are after. You can rotate the noise in displacer disp_nosie_trans.c4d
  12. Height is an issue, but more so, the lack of parallax left to right. The perspective will never match up correctly except for a viewer who aligns their eyes with where the camera is when you render. This is what OSL shaders do in the 3d world, but that won't translate to playback on an actual plasma screen in an installation. Not sure there is a live solution without the user wearing some kind of glasses/viewer. You can test this - render a box interior and full screen it on your monitor and then move around. It can still look nice, but it won't look "real". Closest thing I can think of is Beeple's Human One, but it's not a direct comparison. This exact problem is what Unreal engine solves on volume stages. The software has position of the camera lens at all times and it modifies/moves/adjusts the content to that lens perspective and makes the parallax effect work. You can get away with it on large billboards with lots of distance, but it becomes harder the closer the user is to the display. I don't think you're missing anything - at the end of the day, your user is still looking at a 2d plane that is representing a static 3d image.
  13. Maybe you make the animation 'flat' and then run it through something else after you have rendered it in order to project it to the right height of the viewer?
  14. I have been approached to make a faux 3D set up where a user looks into the screen and has the illusion of looking into the box the screen is mounted on. I can see big problems with this in terms of the angle of the viewer - if a little child looks in and then an adult, they will both got different projections. If I was doing all this in Cinema, I might be tempted to make a box and then put a camera in front of it at the height of the viewer and then render it from there - is that a bit brute force? What would a clever person do with this problem?
  15. Here is a simple nodes setup where modifier takes normals from one mesh and applies it to mesh it is modifying. Selection can be made in selection to indexes mode. Is this what you are after? Normals.c4d
  16. @dasfrodo That scene is freezing for me, can you please check on your end? maybe upload went wrong and is damaged?
  17. SOLUTION FOUND: In the my material, the Standard Material Node - Advanced Tab, there is an option under REFLECTION, End Color. It looks like the default is set to Environment, for my purpose Diffuse behaves properly. Cheers.
  18. Metallic material, highly reflective. Hollow object or concave with internal self reflections... camera looking in. During testing I turned EVERYTHING off in dome light Details but the internal reflections persist!?!?! (sorry, up-to-date Redshift and C4D) Am I missing something or could this be a bug? InternalReflectionsTester.c4d
  19. Hello! Here's a scene file. I'm using Hot4D, so im not sure if you'll be able to see the wave. But the theory applies the same without it This is the layer noise i'm trying to rotate WaveTestScene_001.c4d
  20. Hello davetwo! I tried this, but it won't rotate it as I would like to! You can see I scaled the noise inside the noise field in X, but when you rotate it, it doesn't do the effect i'm looking for.
  21. Yeah it's really easy in Blender. You don't even need Geo Nodes, just one Modifier and a selection. And this is honestly such a nice feature that it should be easily accessible.
  22. just watched something showing how Blender 4.5 added Set Mesh Normal in geometry nodes. He was even describing how well it works in the viewport with an animated blobby character.
  23. IN the displacer shader add a noise in a layer shader with a transform shader n top. This has an angle peramater
  24. Please attach a scene file, will be easier to help 🙂
  25. Hello! I've been dealing with this for a couple of hours, and it seems so easy yet so hard. Does anyone know how can I rotate a noise that's in a displacer effector? As you can see in my image I want the noise to be angled so it's not fake looking and linear, but the noise doesn't have any transform attributes. Would appreciate any help! Thank you!
  26. now for the whole gang doing a dance routine! Still don't know why the fur on Bella (second right) has that weird shadow on it… Anyone? Chicken Dance HB v01.mp4
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