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Fauna

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  1. Thanks Dave - yes that is helpful! I was actually originally just trying to find some precious & semi-precious stone materials when I came across the pack. I know my way around Octane but am only just learning Redshift so for the kind of photo-real 'yes, that's definitely Topaz' result I need right now, I'm a little dubious about my ability right now to do these gems 'right'.. But of course you are correct, the best way is just to roll up ones sleeves and get good haha 😉 Very impressed by this Pixel Lab content though! I might have to look into these.. last time I checked out Pixel Lab it was pretty simple model and tex packs.. they've stepped their game up considerably!
  2. Thinking about pulling the trigger on these, they look quite natty.. https://www.sigerstudio.eu/red-c4d-mtl-landing/ They ain't cheap (certainly not over priced though) and they also require a maintenance plan.. so thought i'd put some feelers out. Can anyone endorse? / had experience with these? danke!
  3. Amazing! Thank you so much guys, these are both an enormous help! (and so simple/logical after all - you should have seen the mess of nodes I was finding myself in yesterday) So, my python is pretty much non existent but, if I understand correctly, both solutions work the same. By taking the current value, adding a constant multiplied by a variable, and then repeating the calculation on next frame and so on? And Delta, in the xpresso one, is just a way of having the setup adjust correctly with different fps? Soooo elegant! Thanks! 🤘🤘🤘
  4. Heya, I've been using the Time-Node to drive the offset of some cloners with a speed multiplier as per this tip: https://lesterbanks.com/2013/02/using-an-xpresso-time-node-to-drive-animation-in-cinema-4d/ But I can't figure out a way to slow to a halt. Animating the multiplier down to zero results in the offset moving backwards. I've tried a number of routes including the memory node and adding / subtracting time before the multiplication calculation.. I'm starting to thing that it's not possible using this method, but if anyone has any ideas or a different approach that might work then I'd love to hear! Thanks! 🙂 Rew_SpeedRig_solo.c4d
  5. Hi guys! If anyone has a minute to help with this then I would be so great-full!! My entire rig and project (and impending deadline) counts on it... >_< I'm trying to drive the texture on my clones with a field animation that is also cloned with them. This is offset in time randomly - so as the field on each clone randomly grows, so too should a change in texture on each clone. I understand the logic as to why this is not working but have no idea how to make it work. I've included a simplified scene that explains better. Hopefully this is easy for someone, I just can't get my head about it! Thanks in advance! 🙏 Offset-Vertex-Shader Clones-001.c4d
  6. I'm trying to do the same.. but I think this only works with animated parameters on the object, I can't get a texture animation offset (in my case an animated gradient sweep). Would love to know if it is indeed do-able. The long work around is to duplicate the material a number of times and adjust keys by hand (would be ok for random clone animation) but for many clones animating in a sequence it's not realistic..
  7. Hey great tip Bezo! Thanks, just solved my head scratching about linking cloner effector fields to a user data box - turns out the data type is In/Exclusion. :)
  8. Ok! A bit of noodling and I have a set up. Two cameras - one projection one that is child to the render camera in X,Z and H rotation. The projection camera is then used to project a greyscale ramp which can be used where ever you like, in my case the Opacity. Attached below is a scene file for Octane but the principle would be the same in any renderer :) Would be interested to know if there is a more elegant solution using just a falloff node somehow... XZ_Octane_Falloff_Rig.c4d
  9. Hiya, Ok, so i'm trying to make big beams of light for a client without volumetrics. Using a cylinder with a opacity falloff to soften the edges but I need this to only happen on the XZ axis so that I can raise the camera and the opacity along the height remains unaffected. Scratching my noggin on this one.. Is there a way to do this?
  10. Hey, thanks guys. Had done some attempts with displacement maps which were ok but theres not the sort of control as direct modelling/sculpting. I'm terrible at point / manual modelling so good to see the right approach is actually sculpting. Nice heads up on the tutorial video Robididan! As Cerbera said, the knife tool wasn't working great but I hadn't tried Stamps /brushes and now looking through the content browser I should hopefully be able to go down the same path as shown in the preview video. Will have a stab when I get back later. Thanks :)
  11. Hi guys. I have a client wanting some assets making a little like the examples attached so i'm currently having a noodle with the sculpt tools at last and wondering whether it is in-fact right way to go. I guess its fairly low poly with some nice textures but the cracks and such i'm having trouble with - does anyone have ideas how best to approach getting this kind of look?
  12. Hi, Wondering if anyone can help me with a bit of simple xpresso - I'd like to tie the enable switch of an object (in this case a light) to a slider, so when the slider is >0% its on. Should be pretty easy i'm stumped... Thanks!
  13. Fauna

    Lego V-Twin 8422

    Nice dude! Looks spot-on. Great look on the plastic. Exactly how I remember it!
  14. I've tryed to joing moGraph dot net a number of times lately and not received the admin reply / authentification email. Any idea whats going on there? Is there an admin for there lurking about on here does anyone know>?
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