Jump to content

Better Call Paul

Registered Member
  • Posts

    12
  • Joined

  • Last visited

Profile Information

  • First Name
    Paul

HW | SW Information

  • DCC
    C4D 2023
  • Renderer
    Octane
  • OS
    Windows
  • CPU
    Intel
  • GPU
    RTX 3080

Better Call Paul's Achievements

Rookie

Rookie (2/14)

  • Reacting Well Rare
  • Collaborator Rare
  • Dedicated Rare
  • First Post Rare
  • Conversation Starter Rare

Recent Badges

1

Reputation

  1. It's a plugin from the Legacy Bundle tools by Kaktak. https://kaktak.xyz/plugins/legacy/splinecopy/ It's like Instance object that creates a single spline object from my Symmetry/Cloner splines.
  2. I tried to to offset the actual spline and use a Spline Wrap with a Matrix grid at first (I want to be able to use the Bend deformer on the grid). But the loop was quite visable and it was just too fiddly. If a clone disapears at one end, I want it to apear at the other end which is what I get with cloning along a spline. It's an infinate loop which is nice. Cloning a spline and then referencing it on the Matrix actually worked really well. 2023-07-19 13-04-30.mp4 2023-07-19 13-04-56.mp4 I can use deformers and Symmetry and things like that. I just thought it would be a nice option to be able to offset and loop the actual Matrix grid like this without using a spline and then use Spline Wrap and things like that, but this seems to work well too. Thanks for your help!
  3. Thanks! That's what I did in the end. I was hoping there would be an option somewhere to offset the matrix grid, seems like it could be something useful and would make a setup like this a lot simpler. But cloning the splines also worked.
  4. Hello, I was wondering if anyone knows of a way to do this. I want to create a Matrix grid and then loop an offset on X axis. If I say create a Matrix and set it to Object, then reference a spline (in this case the Segment object) and set the distribution to Count, I have an option to loop the offset of the matrix (see video). This is exactly what I want to do but with the Matrix set to grid. Is there a way to do it without clonning a bunch of cloners? loop.mp4
  5. This is exactly what I was looking for! It works perfectly. Thank you!
  6. This gives a bit of a different result, but also quite a cool setup! I'll explore this a bit more for sure. Thank you!
  7. Thanks for the reply. Yea it's a cool setup but just a bit too heavy unfortunately. I'm running the latest version of C4D. I don't really know how to use scene nodes properly, had a look for some tutorials, but couldn't find anything in the roght direction.
  8. Hi, I was wondering if anyone would have some ideas. I need to create a setup of skin cells. I have some squished spheres in a cloner creating this offset pattern. The idea is that the cells are a bit randomized in position and roation and then a field goes over them and puts them into a clean pattern. The problem I'm having is that once I add the effectors to make them random, they start intersecting. Push Apart effector doesn't work too well here because there's a few layers of these cells stacked on top of each other and I still want them to be close to each other. I found this tutorial by Noseman which is awesome: This would be perfect for me, but the problem is that it's really heavy. I was wondering if anyone has any ideas of a lighter setup in achieving something similar?
  9. Wow, I had no idea about the clipping materials. Thanks so much for all your help! This approach worked quite well. What's nice about it is that It's very fast to animate and I can add the Clipping Mat on the Null and change the Geometry inside it to get different variations. That's awesome! I made a big cube that covers the whole scene and applied my shader effector to create waves. I then intersected the fish and the cube and put it into Boole to get this clipping geo. Then I made my sea clones quite a bit higher and intersected the Boole setup with it. I added the Clipping Mat to the Boole setup. Then in Octane I get the resault I was looking for and even though the Boole makes it a tad slower, it's still miles faster and easier to work with than what I had before. I'm sure there's probably a better way of creating the clipping geo, but this works too! The only thing to figure out now is how to texture the fish.
  10. I'm trying to achieve something like this: The problem with this is that I'm using two different cloners and the fish is intersecting with paper. I would like it to be the same object. Also this setup is fairly slow. I tried another setup like this: In this setup I'm using a Boole twice. I use Boole to create a shape with the cube and the fish that I then Bool out of my cloner object. The problem with this is that it's also quite slow and Boole seems to be quite unreliable and gives me weird results as I move the fish around. I would also like to be able to reduce some detail to make it more paper-like. As if the fish is cut out of paper. This is why I thought making it with splines might be a better and faster way. I tested it and Bend deformer seems to work quite well, the problem is that in these setups above Boole is at the top of the hierarchy so it's not being cloned unlike in the spline setup. I wonder if there's a way to tell cloner to to look at the fish globaly. Sort of like adding noise in the Shader Effector. You can set the Space to World and it will apply noise as a whole instead of cloning it. Hope that makes sense. Yea it does. I'm not sure why. I also don't underst why my Spline Mask set to Union gives me the line in the middle.
  11. Thanks! That's an interesting way to look at it. I don't know if I fully understand this, but the problem with this is that each clone is still the same, even though their position is changing. I would like to be able to move the model in Z space and for each clone to reference the cross section based on the position of the model. Like this. So each clone would have a different portion of the fish. But this need to work in the cloner, at the moment I just increased the count on the matrix object to convey the idea. Also, just out of curiousity, what is History depth meant to do?
  12. Hello, I was wondering if anyone can help me figure this out. I am trying to create this spline setup: I have a low poly model of a fish that I put into Voronoi Fracture and with the matrix object set as the source I split it half. After checking the Surface Break Edges I get an Edge Selection tag which I turn into a spline using the Edge Liner plugin which is pretty much the same as using Edge to Spline. I end up having this setup where I can move the model of the fish on the Z axis and it gives me a slice of it as a spline wherever the model is. Now I re-sample this spline with MoSpline and add into the Spline Mask together with a rectangle. I want to mask half of the fish with the rectangle as if it was half submerged underwater. Imagine the rectangle being the water. At this point moving the fish works as it should, I still get a nice slice. I want to be able to clone this setup on the Z axis and still be able to move the fish through the clones. Basicaly I want to be able to modify each clone seperately. When I try to clone it what I get instead is the exact same clone. Each clone is supposed to be a peace of paper layered on next to each other. I want to be able to animte the model of the fish as it jumps in and out of water. I hope that makes sense. My question is, is there a fault in my hierarchy? Should I approach this completely differently? Is it even possible to do this? I want this setup to be as parametric as possible. At the moment it's only the model of the fish that's editable. Preferably I would like to use splines. I'm tackling this one thing at the time, but later I would also like to apply a Bend deformer and have each page unfold before the fish swims through it. Test_Scene_Fish_Spline.c4d - Here's the project file in case someone wants to take a stab at it. There's two setups, one using Edge Liner and the other Edge to Spline. Any help would be really appreceated. Thanks!
×
×
  • Create New...

Copyright Core 4D © 2023 Powered by Invision Community