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Tdr

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Everything posted by Tdr

  1. Hello Friends, how can I apply a redshift object tag to a scene nodes object? Thanks Tudor
  2. Tdr

    Vertical divisons

    Ok, think I have a starting point for this and maybe somebody have idea how to solve this better. In the next step I tried to plug it through a Loop Carried Value Node but I don't really know what I should it setup. Anybody here who have a solution for this? Thanks Vertical Divisons 1.c4d
  3. Tdr

    limit selection

    Thanks for the new Vers. But still don't know what I should plug in. If I get the index to outer scope I get in the Data inspector for all poly the same result. PolygonSurface 0.02.c4d
  4. Tdr

    limit selection

    Wow, this is great, lot of thanks!! I'm relative new in this node world. If I add the node in my cain I don't get any result. Do you have an example how to work with? PolygonSurface.c4d
  5. Tdr

    Vertical divisons

    Hello friends, in the follow setup I created a polygon selection. The next step should create some vertical or horizontal divisions. Like Subdividing but just in one direction. Maybe someone have a good idea to realize that. Tudor Vertical divisons.c4d
  6. Tdr

    limit selection

    Wow, lot of thanks. This is exactly what I was looking for!!
  7. Tdr

    Thickness Random Lines

    hey kws, thanks again for your idea, works great. Maybe you have also a good solution for the next step. Cheers Tudor
  8. Tdr

    limit selection

    The result of the 2nd setup is fine. I selected in the Node Small Poly all polygons that shot be subtracted from the selection. Works well but I'm looking for a more procedural way without typing the number by hand.
  9. Tdr

    limit selection

    Here is the full setup. I have found a way to subtract the smaller poly from the selection. But the system shot be procedural. How I can select the smaller polygons with a node depending what size they have? Thanks and cheers! Random Edges 2.c4d
  10. Tdr

    limit selection

    Hello Friends, here I have some random generated walls. In the next step I need a limited selection. The selection should be on the bottom (first row) but not the short sides. I used here the Select Bounding Box Node, but how I can select in next step the small polygons to subtract them from the other ? Thanks for your help and ideas. Limit Selection.c4d
  11. Tdr

    Thickness Random Lines

    Yeah, I think I get closer to my result. Nice way to generate the thickness with Chamfer. Lot of thanks!
  12. Tdr

    Thickness Random Lines

    Yes, it should be procedural. But what idea do you have ?
  13. Hello Friends, I'm struggling here with some ugly corners. I want to generate some random lines/walls for an interior project. Works for me very nice with the Capsule Assets > Geometry Modifier Group > Random Selection .... On the point where I want to generate the thickness to the planes I get some ugly edges. Maybe somebody know, how can I get a nice and clean geometry. Thanks! Random Edges.c4d
  14. Ok, 😤 after a lot try and error I think I found it ! Save tab: Alpha Channel ✔️ Straight Alpha ✔️ Redshift > Globals > Color Management View: Un-tone-mappled Now it works expected. 😃 But why the new ACES Color Management effects the straight Alpha?
  15. Hi Mike, thanks for your suggestion. It seems the workflow has changed but don't know.... I'm still confused 😑. My goal is to change the background from an object in Ae. In past versions I just enabled straight alpha in the save settings. The attached file was created in R24 and 3.0.45. I open it R25 / RS 3.0.67 and it's working how expected. The object border grows some pixels and if I apply the alpha in Ae I get a perfect cut out without colored halos from the rendered background. But if I recreate the scene new in R25 file it don't work???? 😤 I think is a setting from the old render setting what I can't set anymore.???? TorusAlphaTest - 2.c4d
  16. Hallo friends, maybe this is very basic but I'm struggling with that since some time. 🤯 How can i apply Straight alpha in Redshift? Save setting > straight alpha is not working anymore and i used it some times in past. Its a bug or a new / other setting for that? Windows 10 / C4d R25.10 / RS 3.0.67 Thanks for your help
  17. import c4d def main(): pos1 = c4d.Vector(100, 0, 0) pos2 = c4d.Vector(0, 200, 0) pntcnt = 2 pnts = [pos1,pos2] spline = c4d.SplineObject(pntcnt, c4d.SPLINETYPE_BSPLINE) spline.SetAllPoints(pnts) return spline Hi Friends, my simple script here generate a spline in memory. I want to visualize this now in the viewport. But I don't want to add the Spline as a real object. It should be a kind of guideline. Does anyone which object/Class could achieve this? Thanks
  18. Tdr

    Quaternion rotation

    Hello friends, I'm trying to work with the Quaternion-Object. The cam-Object should rotate with the Quaternion calculation and should pointed in this case in X-Direction. But if print the q.v value I get a zero vector and rotation is not applied Does I misunderstood the Quaternion-Syntax? I can't find nothing about that. – Thanks import c4d cam = op.GetObject() def main(): direction = c4d.Vector(10,0,0).GetNormalized() angle = 0 q = c4d.Quaternion() q.SetAxis(direction, angle) b = q.GetMatrix() b.off = cam.GetAbsPos() cam.SetMg(b) print q.v
  19. I have try now the cross-product calculation. But the flipping issue is still remaining if the cam is direct over or under the target-Obj. import c4d cam = op.GetObject() target = op[c4d.ID_USERDATA,1] def main(): cVec = cam.GetMg().off tVec = target.GetMg().off m = c4d.Matrix() m.off = cVec m.v3 = (tVec - cVec).GetNormalized() m.v1 = c4d.Vector(0, 1, 0).Cross(zVec).GetNormalized() m.v2 = zVec.Cross(xVec).GetNormalized() cam.SetMg(m) Any Ideas here?
  20. Hi Friends, I try to build the Object Target Expression in Python. So far I have this and it works but with a little issue. I have a flipping problem and I don't know how to build the up-vector in, so that it works perfectly. Maybe another approach? Cross Product?? _ Thanks import c4d cone = op.GetObject() target = op[c4d.ID_USERDATA,1] def main(): targetPos = target.GetAbsPos() conePos = cone.GetAbsPos() vecZ=(targetPos-conePos).GetNormalized() newHPB = c4d.utils.VectorToHPB(vecZ) cone.SetAbsRot(newHPB)
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