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delizade

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Everything posted by delizade

  1. Hi, I want to make a procedural structure but I could not find chamfer node operator for spline objects. There is one for meshes but it does not modify splines. Is there any way to use a chanfer node operator for splines? thank you
  2. yes I got from the generator's Selections tab but I tried your way and retried this way both are working. I really don't understand whas going on sometimes 🙂 thank you a lot. and yes I have to use 2 bevel but thats okat with loft's Selections tag ability we can use procedural workflow and that is wonderful. I hope native cap bevel works fine one day...
  3. thank you for this tip I will try. I tried bevel outside of the loft and use bevel selection tags but It didn't work before.
  4. Hello, I can't get smooth edge bevel with loft modifier as I attached. Is there any way to get proper bevel? (I have to use loft object for my modeling process. I have many splines that will be mesh by loft. I can't change workflow rightnow so I wanted to push this issue in hopes it could be resolved. If I can't I have to change another ways off course) thank you extrude_cap_bevel_problem.c4d
  5. then maybe you should remove plugins all and try to put them one by one. My problem was GSG plugin maybe yours one of your plugins
  6. Try to update GSG Hub if you have. There was a bug and they fixed recently.
  7. Hello all, I need to select spline points of a spline which has point angle is 90 degree. How can I select points with python? thank you
  8. Hello, I have a MainContainer (a Null) object that contains many nulls and objects in those nulls. If I select MainContainer null object only and use doc.GetActiveObjects(1) it does not return its child objects. What should I do? Cinema 4D R26.013
  9. Hi, While I was working on my scene that has tons of takes I realized that place tool does not effect take. For example an apple instance object is used in 20 takes. If you place that apple over to another object while Auto Take and Lock Override modes are active that placement is not effect currently active take. This is effected my whole work because I just realized this and my all apples are wrong positions in every take. Is there any solution for this? Cinema 4D R25.117 Windows 10 thank you
  10. After I wrote this post I searched "denoiser" word in the program directory and found 2 dll files: C:\Program Files\Maxon Cinema 4D R25\resource\modules\denoiser.module\libs\win64 contains 2 DLLs and their versions were 1.3 Intel open image denoiser has newer version and improvements I downloaded 1.4 version of those 2 DLL from this link https://www.openimagedenoise.org/downloads.html and updated those two dll files.
  11. Hello, I needed to know what was Intel Open Image Denoiser version bu I could not find a source for that. Is there anyone who know a source or document for that? If it is older version I need to update it if it is possible. thank you
  12. Hello, I have an instance object. Source objects has a loft generator and spline wrap deformer. I want to scale down or up instance object (while in object mode off course) but there is a problem about that. loft object behaves odd. I attached screenshots and file. Could anyone tell me what is my problem here please? thank you spline_wrap_scale_problem.c4d
  13. Hello, after 5 hours I've finished import old content browser libraries to the new R25 Asset Browser. I was so happy actually. And today I needed some of them. I just realized that I can't drag multiple items from Asset Browser to my scene. One by one they can be added but I have 440 object to import from there. any idea what is the problem here?
  14. I've found out like below: shd=c4d.BaseShader(ID_OCTANE_GRADIENT_TEXTURE) mat.InsertShader(shd) # change Gradient node's gradient values grad=c4d.Gradient() grad.InsertKnot(col = c4d.Vector(0.95, 0.95, 0.95), pos = 0.0) grad.InsertKnot(col = c4d.Vector(1.0, 1.0, 1.0), pos = 1.0) shd[c4d.GRADIENT_GRADCTRL]=grad # mat[c4d.OCT_MATERIAL_DIFFUSE_LINK]=shd
  15. Hi, today I wanted to add a Gradient node to diffuse channel for 100 Octane materials. I could add and linked them properly but I have to change black value of gradient node for all. I could not find information about this yet and wanted to ask here. Is there any idea for this please? thank you
  16. Exactly I had to do it to move on. Thank you for your reply at least I now know I did not make a stupid solution 🙂
  17. Hello, I have 450 takes. Every take activates only one layer (make editor and render visibility true) of the document. (Other layers are disabled by default) I want to modify objects that belongs to that layer which is activated by a take. After getting Layer, I need to get list of objects of that Layer by Python. Simply I want to make: after I activated a take I will execute a script. That script will make some modifications about objects and their materials. After that it will updates take overrides. To make those actions I need to find Active Take > Layer > Objects how can I make this? could anyone help me about this please? thank you
  18. yes I did but did not work. sorry current code was not showing that I pasted wrong block I guess. I fixed it...
  19. Hello, I needed to clone takes and combine them. To do that I wore a script that clones selected takes. But after cloning I realized that it produces instance like take. cloned take overrides linked to original take. If I remove them removes from all cloned takes and original takes too. If I change overried values original take is changed too. Code is below and sample c4d file is attached. import c4d # Script clones selected take to under Main Take # AliasTrans did not work #def main(): # trans = c4d.AliasTrans() # if trans is None or trans.Init(doc) is False: # return False # # takeData = doc.GetTakeData() # mainTake=takeData.GetMainTake() # selectedTake=takeData.GetTakeSelection(0) # # doc.StartUndo() # doc.AddUndo(c4d.UNDOTYPE_CHANGE, mainTake) # # clonedTake=selectedTake[0].GetClone(c4d.COPYFLAGS_0,trans) # clonedTake.InsertUnder(mainTake) # trans.Translate(True) # doc.EndUndo() # c4d.EventAdd() def main(): takeData = doc.GetTakeData() mainTake=takeData.GetMainTake() selectedTake=takeData.GetTakeSelection(0) doc.StartUndo() doc.AddUndo(c4d.UNDOTYPE_CHANGE, mainTake) clonedTake=selectedTake[0].GetClone(c4d.COPYFLAGS_0) clonedTake.InsertUnder(mainTake) doc.EndUndo() c4d.EventAdd() #gui.MessageDialog('Hello World!') # Execute main() if __name__=='__main__': main() test.c4d
  20. Hello, I want to get selected layers but I could not find a function for that like takes (.GetTakeSelection(0)) how can I do that?
  21. Hello, I've recently switched to Octane from Arnold. I have a huge document that has 350 takes. But today I realized that shader changes does not overwritten on takes. While I was working with Arnold, if I change anything of any shader node, those were overwritten while "AutoTake" is active. To see the problem Create octane material create a new take and make it active Activate "Auto Take" change anything abut octane material go back to main take and make it active you will see your changes will be assigned for every takes. anyone knows anything about this? happy new years.
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