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Cerbera

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Everything posted by Cerbera

  1. Lols. No, if it's KC I don't even have to look - I just know it will be excellent topo everywhere... his stuff sort of comes 'pre-wrapped' with my approval, not that he needs it ! 🙂 CBR
  2. Please update your profile to the correct version. Thank you, yes that is a known / reported bug in R21. CBR
  3. Wow. Fixing that is most likely to require starting that section again IMO, or at least some form of complete retopology. Can't remember a time I saw a more appalling mesh ! CBR
  4. You have to remember that not every system within Cinema works with every other system, and it looks like hair and spline-wrap are 2 such systems. If you think about this logically it is easy to see why this cannot work. The dynamics are telling the geo to do one thing, and the spline wrap is telling it to do something else. You need to find another way to animate the base object to which the hair is attached that doesn't actively prevent the hair dynamics working. CBR
  5. Pls update your profile to the correct version. No that's correct. The rest of them are greyscale only parameters. See manual. CBR
  6. Which problem - not clear on which object you are talking about !! 🙂 Some pics would be good... But I'll guess you mean the main screen for now, which I'd UV map with simple frontal projection like this... If that's the object you mean, then it's as simple as going to BP UV edit layout, selecting the object, its UV map, and all the polys, going to front view and hitting Frontal in the Projection types. Lastly I just did Fit UV to Canvas, and it's all good... Also I should check you know about that ngon / non-terminated loop up there on the top right... CBR
  7. No, I don't think it is possible in the way you describe. Whether splines have their own IDs or not, that wouldn't make a difference to a sweep made out of them, which is just a generated new polygon object with its own texturing and UV coordinates. However, you can use a Correction Deformer and Transferred Polygon Selection tags to apply multiple materials to one sweep, so for practical purposes, the answer to your question is actually yes. To do this make the Correction Deformer a sibling of the sweep within a group null, and use it to access the Poly mode, and double click each cable (or select one poly and do U,V), which should select all connected polys - ie all the polys of one part. Make a selection tag of that on the DEFORMER, then move that tag to the live sweep where you can use it to limit materials to that section. But I'd venture that a slightly quicker / simpler way to go here is to make cylinders / sweeps per 'cable', texture them independently, then arrange and group them as you need (I used a radial cloner for this) and spline wrap the whole lot into your final cable shape along the path spline you were originally using for your sweep. This sort of thing... CBR
  8. I do have some ideas how we could possibly do this (or something broadly similar) in C4D without any plugins. For example, a blank hair object is a beautiful thing, into which you can just paint guides. So if you are using hair instancing you should be able to paint instanced plants in where you want them and then use hair's rather excellent randomisation / variation parameters to add as much of that as you need. Then you could switch to a different hair object, with different instances, and go about painting that over the top (both would be visible in the VP), repeating as needed. I appreciate this doesn't give you maps at the end of the day, but it is a practical way to paint in vegetation. CBR
  9. Cool cool. Yep. Align does need to be on for that... CBR
  10. In the Transform tab of the cloner, what happens if you just alter Z position ? CBR
  11. I don't have a 4K monitor, but didn't notice any problem with it I could really criticize that wasn't just personal opinion - looks mostly great to me... sort of like a darker, nicer version of Modo, but I do also agree with comments I've seen noting that meshes are sometimes harder to see now... And it is doing my head in a bit that everything's in different places 🙂 And shortcuts keep changing, so iI keep having to put them back... CBR
  12. Yes, but now it's the dot from a laser pointer which the little cats love just as much 🙂 CBR
  13. Oh OK I get ya... What about cloning tiny luminant spheres directly onto every point in the cloud (using object/vertex mode) ? I've never tried that myself, but I reckon it might work... CBR
  14. Have you seen all this info here in the manual, which tells you how to generate a mesh from your point cloud ? CBR
  15. I think this has happened as Admins go through Cafe 2.0, revising and optimising stuff. It's nothing to worry about I'm told - you can just dismiss it... CBR
  16. No. The term 'low-poly' is used to describe a few different things / different types of model in common 3D parlance... 1. Meshes designed for a game engine where low polygon count is crucial to performance. These meshes are usually 100% triangles and no subdivision, though that tends to be the case more historically, as game engines and hardware now don't impose quite the same limitations they used to, as technology improves. 2. Meshes involved in a sculpt or other retopology process that also have a high poly variant, where the term is used simply to distinguish between the 2 model versions. 3. Models in scenes that that are artistically or stylistically designed to use not enough polygons to describe the forms, and there are (usually) no phong tags (which reveals the faceting, and contributes to a 'low-poly' look) So, if that is the case none of the pics above would be called 'low-poly' because they don't match any of the above criteria. These models are all silky smooth and non-faceted, so the term doesn't really apply here. As others have mentioned, I too would describe these as being 'primitive / deformer-based modelling', ie mostly very simplistic / easy to make, but don't use any special techniques other than a bit of basic poly (or SDS) modelling and what can be achieved with deformers etc... CBR
  17. Yes, contrary to what the manual says, that does work with all 3, even in R19. CBR
  18. No, that's in all versions back to at least R10.... Create your selection tag on the OBJECT, then right click FFD, open Cinema 4D Tags, and Restriction is in there. Then drag your selection tag into the first of the fields in the restriction tag. CBR
  19. You're welcome. If you want to curve that front inset bit, FFD with restriction tag works a treat for that sort of thing... CBR
  20. I can open your file, and Ben was right - you have tons of intersecting clones at the start of the animation. But even if you solve that problem, a lot of the 2nd set of clones are also intersecting with Plane 2, which is also a dynamic collider, so has the same effect, stuff explodes upwards. Might be time to rethink the entire setup... Hard to advise how you should do that - even though I have seen the scene file I still have no real idea what are you are trying to make or what the final effect should be ! CBR
  21. Sure - there you go... bottle ridges.c4d CBR
  22. Yeah, I think it's something more like this... I think at this sort of poly density we'd be needing an FFD to shape it now... CBR
  23. Well it's lovely and even and all that, but it's not useful topology for making that center divot 🙂 Hang on, I am still thinking about what is the ideal edge flow here... CBR
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