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jukyan

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  • Renderer
    Octane
  • OS
    WIN10
  • GPU
    RTX 3070

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  1. Thank you Deck ! This made me discover the fantastic benefits of fracture ! This is exactly what i was looking for. I managed to dispatch all the triangles randomly enough (6 pairs of squares made of two triangles , distributed with a 360° plain effector using random field with 4 steps through the quantize contour mode!) Its a bit less random but it allows me to avoid using multishader, because it doesn't work for octane displacement channel, even with baking node. Now using re-effector & having the floaty effect i wanted applied to each unique triangle ! Wuhuu! 🙂 I'll post the result when it will be finished in few days !
  2. Thanks for the concern. You got it right : i exactly did the 4 cloner lines like you depicted it 😉 Problem is i need them as randomized as possible and individually animated for giving a buoyant effect. There is maybe another way to achieve what i need, but i don't know how to do it : It would be to have two sets of triangles : the one in the assembled/path configuration, and one set in the initial conditions (underwater, randomly spread) So i think there could be a way to morph all positions/rotations of one set of triangles towards the other set, through a cloner, but the effectors axis is centered on each clone only if the Cloner's "Fix Clone" option is ticked, which destroys the manual setup... Last solution is to forget cloners, and have each triangle using its own effector, and have them using the same falloff passing by to reveal the triangles from underwater. Thing is i need tons of them... doing this manually would take ages... Thats why i was wondering how to automate this... All the tuts i could find about morphing cloners are using randomly distributed cloners on surfaces or volumes.. which doesn't work here because i must have a precise configuration to match to.
  3. Hi there, I'm struggling to distribute objects in specific pattern... Look at the pic : i'd like to randomly distribute these textured triangles within one cloner over a defined surface, to be able to use effectors for getting them to assemble together from under the sea and build a path. For this rendering i used 4 cloner lines for setting the rotation right for each column, but its tedious... Any idea ??
  4. Thanks for the idea, this could work as default solution, but it all too even & regular, i'd like to control the distribution with a mesh ...
  5. Hi there. I would like to populate a branch/cone with clones of different leaves (dark to bright) so that the overall color is getting brighter toward the tip. I have 6 different leaves, but i don't know how to make so that the cloner switches from one clone to the other, as its getting closer to the tip. Ideally the gradient color for each leaves must stay dark at its root, while the tip is getting brighter. Any idea how to do this ? I know i can put all the leaves instances in the cloner but i don't want a random distribution. There must be a way to control the clones distribution i guess... see screenshot below I'm using R18. Cheers
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