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Showing content with the highest reputation on 07/14/2023 in all areas

  1. use a vertex map as an alpha for a blend material between 2 other materials? maybe like this?
    1 point
  2. Original post: Direct link to Gumroad: https://rart.gumroad.com/ Discount code: FLASH80
    1 point
  3. First of all thank you for your answer. However, the method you told me is useful, but I think the method of inverting the normal is difficult in a situation where I have to do 3 types of mapping. Based on the ideas you gave me, I thought of a way. All of them were not selected, but only the polygons visible from each camera angle were selected and stored, and then materials were assigned to each selection. However, I don't know if it's an error, but when using the selection tag, materials using alpha do not overlap, and depending on the priority of the material, it is not applied to a specific polygon. So, in the end, the way I thought was to split each selection tag to make each object, extrude it very finely, and solve it by attaching a sticker. The ideas you gave helped me come up with a solution. Thanks again for the reply.
    1 point
  4. This is a turbo-charged version of the previous setup, inspired by a recent post in the C4D thread doing the same thing. Here's everything happening in this one: Circles are emitted and scale up in concentric fashion They distort as they grow, but only on the outer circles - the inner circles remain intact. They have a colour gradient from inner to outer They are duplicated and projected onto a sphere Each copy has its own noise variation - specifically each copy has a different noise offset and frequency applied. I can precisely define what these values are for each one. There is a mask (falloff) that drives both scale and colour of these copies. There is a scene file for this. I also just threw a noise on top of the whole thing, for shits and giggles, and added a basic render setup in Karma. houdini_SJEtYGNQHo.mp4 This is the post from the C4D thread: Concentric Rings on a Sphere Scene File.zip
    1 point
  5. Hi, I have attached my scene file in the original post, you are welcome to take a look at it. I do use a particle system to emit the circles to get a pulse emission, rather than a random emission. There are other ways to do this, but I just used whatever was the easiest for me to pull off. The rest of the setup is also very easy - the only complicated bit is the loop to get the variation on each copy. While complicated, it's actually easy to execute, it's just done in a rather unique Houdini way.
    1 point
  6. Lava lamp prototype 🙂 Make sure you cache the volumes 152_Lava_Lamp(MG).c4d
    1 point
  7. Taking some inspiration from the C4D forum, and thought this'd be a nice, fun and simple exercise. There's mask control, with a ramp, and you can specify the colouring and distortion based either on the age of the particles, or the mask. I've included the scene file here. This is the C4D thread: Emit Circles and Distort Them as They Move Outwards.hiplc
    1 point
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  9. Pin art toy animation demo. Any feedback welcomed #cinema4d #redshift3d #animation #fields #productrendering
    1 point
  10. Per clone target setup with python effector. Each clone looks at it's respective target 213_Target_per_clone(MG).c4d
    1 point
  11. Tabasco hot sauce product render (Cinema 4D + Redshift).
    1 point
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