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Animating with multiple parents
Oh, I see, you would need essentially double constraint, that looks quite difficult. Are the nulls always on mesh surface? Essentially transforming any null or mesh itself should transform whole setup, right? -
17
C4D and Redshift June update.
Great work! Looks impressive considering the current state of the system.1 -
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Animating with multiple parents
Thanks Hrvoje, but that's unfortunately not what I'd like to have exactly. I know this kind of setup, with nested nulls. The problem is that one of the nulls does not "stick" with the mesh, and that is exactly what I want. Basically have nulls I can rotate / move the main mesh around with that always stay where they were in the beginning. After playing around a lot I don't think that is something that is really possible in a software like C4D with "tree" based scene management. -
17
C4D and Redshift June update.
Great work, great effect! Thanks for sharing your impressions. I haven't had time to play around with the new water simulation in more detail yet. For now, I've noticed that in order to get the scale down to the real size of a glass, you have to change the simulation parameters a bit. Because on the default settings, when I get the particles down to 0.2 cm, the particles tend to go through the mesh. I haven't figured out how to set the simulation so that this doesn't happen at this scale yet, I'll come back to this in a month. -
17
C4D and Redshift June update.
Wetmaps: I created a vertex map in field mode on the dinosaur and put the liquid mesher (with a bigger voxel size so it renders faster) into the field list. In the field settings, the mesher was set to volume, and I put a decay field on top with 100% so it stays wet where it has been touched by the mesher. I rendered the vertex map just as black/white mask, so I could use it in comp to darken the original render. Additionally, I rendered a seperate, very reflective pass of the dinosaur, that I added on top in comp, again using the wetmap as mask. trex_water_v007_Wetmap.mp4 I then comped everything together in Nuke. I tried to make a smooth transition between the simulated area around the dinosaur, and the rest of the lake, but that was a bit of a challenge and didn't work out to my full satisfaction...it's still noticeable that the simulation doesn't spread out to the rest of the lake. Some final thoughts: AFAIK, our liquids solver is an SPH solver, which is generally designed for small-scale fluids. FLIP would probably be better suited for fluids of that scale. I find it even more impressive that the new solver is capable of pulling this off. It's also very speedy and very stable. Fully art-directable as it works with all the forces, all other simulation types and all the particle modifiers. I enjoyed that little project.4
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