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Showing content with the highest reputation on 12/09/2022 in all areas

  1. Fell into an internet wormhole and came across this... https://github.com/still-scene/t3 A Houdini and After Effects love child : ) Scroll down the page for a video.
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  2. I will answer this one quickly - no you are not 😉 In the move tool (attributes, UV edit) there is that little box 'keep neighbour components' and it is this which governs whether polys get torn off or not when you select and move them in the UV layout... CBR
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  3. EDIT: I'll preface it with the possibility that I'm expecting some features to work a certain way and the devs found a different way for those features to work. - Cut command. I don't want it to always "unwrap" for me. Also, sometimes the unwrap can get unruly. If I select edges and hit unwrap, it arbitrarily cuts other edges and the edges I selected were never unwrapped. - Selecting a poly in UV Edit mode and wanting to move it. I don't always want it to separate from the island. I'm forced to go into edge mode to move the edges (or points). - Weld options. With an edge selected show the associated shared edge of the other UV island it will weld to. Also, have the UV island MOVE and fit to match the UV island it was just welded to. Currently if you select an edge, you don't really know what it will weld to and the welded edges of the two UV islands are stretched to meet each other in the middle. - Relax and Optimize brushes (and separate commands too for all around adjustments of the whole UV set). On your golf club example I notice some tight grouping of some UVs (displayed in tinted red). Having brushes that allow to relax those would be helpful. Or in cases where UVs are completely screwy or flipped, having an Optimize brush can help to sort those out. - Texel Density. While there is an older free script out there to check and adjust texel density between 2 models, it's not part of C4D proper. Also, there's no ability even in that free script to adjust the texel density within the UV map currently open. For instance, you have hard surface model and you're unwrapping it. Ultimately after unwrapping certain parts you have UV islands that are way too big or too small. They need to be the same size for texturing purposes. Selecting one UV island as reference to get its texel density, then selecting the over/undersized ones and applying that density would be useful. - UDIMs. I'm not the first or the last person. 😉 weld who? oh welded that.
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  4. Coming back to this post because I have been UVing all day yesterday and generally, have been having a lovely time of it and enjoying the UV Edit layout ! And it's been unwrapping my golf clubs very nicely indeed, with colors showing me what little distortion remains, and island connectivity - I'd say that was nice enough to take home to mum ! That is not to say we can't find things to improve about it, but as usable layouts go I reckon we're doin' OK after the re-vamp... What is it you don't like, @Jeff H1, apart from the zoom limit thing, and what do you feel we are still lacking ? CBR
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  5. @Vitaly Anikienko Yep you can. Normally, I'll just python this but I guess you can just hijack some nodes. cube_instance.c4d
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  6. Yes the UV panel does have a fixed zoom limit, which I find occasionally annoying. Not sure I have noticed anything going blinky though...
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  7. I must say... Maxon really managed to turn around the boat. This year's updates were really amazing, and I refound my C4D-joy in learning all the well implemented new tools. I think I'm back to full fanboy mode. A big "Thank you" to all the devs making that happen! 😍
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  8. Here is an example of orb eating up other orbs. I recall seeing this somewhere but cant recall anymore where. It is interesting effect and requires more complex graph. Graph itself Graph is commented, hope it helps uncover some tricks and help further understanding how capable nodes are 🙂 119_Munching_Orb.c4d
    1 point
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