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Popular Content

Showing content with the highest reputation on 07/03/2021 in all areas

  1. Hi I'm very sorry about the wrong section posting, please forgive my ignorance. the clamp constraint tags makes sense. my goal is to clamp to point A of cable to the ear and point B to the battery, So when I animate the head in different angles to point a of cable would stick to it. couldn't really explain well but thank you so much for the help!
    1 point
  2. You have the answer in the question ! Fresnel shader in Luminance channel. But your glass would have to be less than 100% transparent to see it, obviously... CBR
    1 point
  3. Welcome to the Core 🙂 You've posted this in the 'Joints' section, yet there don't appear to be any of those in your scene, and the question is about Object Manager hierarchy if I understand it correctly, which I am not entirely sure I do... It is not possible to make 2 parents of a single child, but that shouldn't be what you are aiming to do here, so shouldn't be an issue. You haven't said how you plan to 'connect' each end of the spline driving the sweeps to the parts at each end, or how you were planning to animate them, but you wouldn't do it with hierarchy and parenting. My advice would be use spline dynamics on the splines driving the sweeps, and create 2 null objects as children of the battery and the ear. Then you could use clamp constraint tags to fix each end point of the spline to its respective null meaning that hopefully the spline goes wherever the things they are connected to do... CBR
    1 point
  4. Steep. Stratified. And somewhat eroded.
    1 point
  5. I was pretty deeply involved with the beta testing of Terraform (T4D) before it was sold to Insydium. I'm looking forward to seeing what they've done with it. Yes the competition is steep in landscape generation tools - DEM Earth, Worldcreator, Gaea, Houdini, etc etc. but to be fair I think T4D has it's niche. It's a lower cost, simpler product that can build 'realistic enough' landscapes quickly and easily. It integrates perfectly with C4D features such as fields and It's very art directable. The one key area it was missing was hydraulic erosion. I'll be interested to see how well the Insydium system works.
    1 point
  6. A render engine : )
    1 point
  7. If you change your sweep to an editable object, you'll notice that all the normals are the wrong way round (I'm not checking why...). So the hairs are growing through the object and are visible on the other side. If you zoom in, you will see that the guides are a big mess. I inverted the normals, increased the guides to 2600, and tripled the amount of hair for the above result (no Redshift, so don't throw tomatoes at me...)
    1 point
  8. I had a 90s flashback to when I first bought Bryce3D. That was the coolest thing I had ever seen. I was into the game Myst and had ideas of creating my own world like that. In fact, I think one of those renders is almost complete so I'll post it here when it's done.
    1 point
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