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oliverkoch

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    Windows 10
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    AMD Ryzen 7 2700X / 2x RTX 2080 Ti

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  1. Hi all, I stumbled across this rendering (credits to Maurice Fransen) and I'm wondering how to get this nice (exponential?) fracture effect. I'm assuming he used X-Particles to some degree as the project description suggests. I't looks a bit like the circle packer, but isn't. Please see image attached for the effect I'm after. Thank you! (Link to behance gallery: https://www.behance.net/gallery/105093867/Abstrackt )
  2. Hey, interesting what you did there with the two turbulence mods. Looks really cool! The only issue I find with the turbulence is that it affects the whole system, as in it dissolves that defined emmission area which looks like a spline (where the orange particles are being born...maybe needs a cylindrical falloff on the small turbulence mod?). You might be onto something with the constraints though! I played with the "connect at birth" stuff early in the piece but ditched it because it bogged everything down badly. Totally forgot about the viscosity setting though, I'll give that a bash! In the meantime, here's what I ended up with before calling it a day yesterday. Le's see if we can figure this out in the end?! 😃 EDIT: Unfortunately I don't think the constraints are doing the trick. Not in conjunction with particle advection anyway, which I think might be essential for this one. Either advection with Explosia/TFD or some FluidFX trickery. Introducing constraints just made everything really slow for me without having the desired effect. Bugger! Water_Spline.c4d
  3. I'm trying to achieve something similar with X-Particles. I gave curl turbulence, FluidFX and particle advection with Explosia a whirl (ha ha) but I just can't get anywhere close to this nice stringy look. Does anyone have a hint by any chance? https://mir-s3-cdn-cf.behance.net/project_modules/hd/0dc96483294049.5d38037b15b35.jpg
  4. Fair enough, please find the scene file here: https://www.dropbox.com/s/b84e9vsybs2ll28/Pillow_Morphs_03.c4d?dl=0 It's broken down/numbered by the steps I took. Note: In the end I'd actually like to push the level of detail further with more variations of the base mesh and potentially higher subdivisions. Thank you!
  5. Hi everyone, I have a scene which I think should/could be a lot snappier than it is now. Have I over-complicated things? The task is to turn an array of static cubes into pillows which then fly off, colliding with each other, etc. I can't use the "Blend" mode of the cloner as it doesn't work with the jiggle deformer (I want the clones to jiggle a bit as they turn into pillows). What I have done: - created a pillow from a cube with the dress-o-matic function of the cloth tag. (40x40x20 cm, subs 40,40,1) - pose morphed another cube into the pillow shape. Jiggle deformer applied. - baked the pose morph and jiggle deformation into PLA. - cloned the baked object. An effector is triggering the start time of the PLA and the dynamics. (128 clones in total. Render/multi instances aren't working.) The scene is incredibly slow, is there any other way to achieve what I'm after? I can't go any lower on the subs of the cube as I need a certain level of detail around the seams of the pillows. Thanks a lot, looking forward to your thoughts.
  6. Cycles 4D licence for sale, hardly used, as good as new! ;) GBP 130 / USD 167 / EUR 148 / AUD 235 Official licence purchased through Insydium Ltd.
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