-
Posts
305 -
Joined
-
Last visited
Profile Information
-
Location
London, UK
-
Expertise
Motion Design & Direction
HW | SW Information
-
Renderer
Redshift
-
OS
MacOS / Wind
-
CPU
M1 Max / Intel i9-7920X
-
GPU
NVIDIA GeForce RTX 2080
Isca's Achievements
-
This is such a great technique - I've been looking for something similar for a while. Thanks for recording the video @Zerosixtwosix
-
Kind of the - this only works when the material is in flat projection. Which means it doesn't mode with the cloth properly ...
-
Hi, I am working on a scene where a 'banner' unrolls and drops down, while pinned at it's top edge. This is mostly working but I am having issues with the 'stretching' of the cloth and the corresponding distortion of the material that is applied to it. Can anyone suggest the best way to control / reduce this stretching so that the material is not also stretched? Scene file below: Thanks! https://www.dropbox.com/scl/fi/zxpbj2w1u68q4p5s7p1qu/Cloth_Example_02.c4d?rlkey=c9uu3iuqesr8o3jrvtvd1q4cq&dl=0
-
@Hrvoje I've tried opening this in: - 2023.2.2 - No error message but also nothing in the viewport / Node Editor window - 2024.5.1 - Error message but also nothing in the viewport / Node Editor window - 2025.0.02 - Error message and nothing in the viewport / Node Editor window Which version did you create this in? Do I need to download the missing Grid asset from somewhere? Thanks again 🙂
-
@Hrvoje - Thanks so much for this! Appreciate you taking a look. I've not really used Nodes much but interesting to hear it could be helpful here. Unfortunately when I try to open your scene file I get this error: Any ideas on how I can fix this? Thanks again for your help!
-
Thanks for responding - in answer to your questions: Yes, I'd like each clone to start at a junction and then move away in a random direction, constrained to 90º increments. Then once they encounter a junction the same random rotation operation is performed and they head off in a new direction (or continue on their current path). Ideally I would be able to constrain these clones to only move within the area defined by the junctions. In the example attached I have used an animated shader field within the Time Effector to vary the speeds of the clones as they move. Let me know if you have any further questions 🙂 ION_PATHS_02.c4d
-
Hi, I am looking for some help with the following: I am attempting to move multiple clones around a grid, with each clone taking a seemingly random maze-like path. I would like to achieve this using Mograph features only if possible. I Would like each clone to move along a random heading of 0º / 90º / 180º / 270º so they follow a grid like path. I'd like each clone to turn randomly in on of the same values when ever it meets a junction in the grid I have attached my progress so far - essentially using a Plain Effector with a random field to randomise the rotation of each clone and a Time Effector to drive the animation of each clone. I would then like to use an another Cloner featuring cubes set to a grid to act as the 'junctions' for when the clones should turn to another random value. I have tried to add this to my Plain Effector which drives the random rotation as a point object but it doesn't seem to influence the clones animation. Can anyone take a look at the scene and suggest what I might be doing wrong (or if this is even possible!)? Thanks in advance, 🙂 ION_PATHS_02.c4d
-
Can anyone suggest the correct workflow for using a bevel deformer with a Voronoi object? I have added it as a child of my Voronoi, but seem to get weird inside out bevels - is there any way of fixing these?
-
Ah thanks @HappyPolygon- if anyone can crack it, I'd have though he could. @MODODOI'd be interested in the Edge to Spline thing too 🙂 - thanks for the responding!
-
Hi, Does anyone know if it is possible to trigger a Soft Body tag on a Cloner using fields? I have a grid of planes which I would like to turn into individual Soft Bodies by passing a Linear field through them, so they can then become effected by turbulence, wind etc. (Work in progress attached ...) Thanks! soft_body_cloner_01.c4d
-
Thanks for such a thorough answer @cerbera - I really appreciate it! I had pretty much reached the same conclusion myself, but wanted to throw it over the the forums in case I was missing something ... So, what I am trying to do is create cloned 'ribbons' which I can randomise the materials on using Mograph / Redshift. The reason I am using a Connect object is to ultimately make each 'ribbon' into Cloth. So ultimately I get the benefits of a cloth simulation, with a controlled cloned surface for my materials. I've tried doing something similar using a Voronoi Fracture om a single piece of geometry which works up to a point, but suffers from the same issue when the multiple ribbons are thrown into a Connect ... If there's any other methods that might achieve a similar result I'd be open to trying! Thanks.
-
No, there's no material on the Connect object or the Cloner that is inside of it. Before it goes into the connect object the random colours are visible in the viewport / as soon as it is inside it just becomes grey ...
-
Is there a way of using a cloner inside a Connect object without losing all of the Mograph color data? Whenever I place my cloner inside a Connect (to create one piece of geometry), the random colours are erased. Is there an alternative method? Thanks 🙂 Connect_Cloner_Color.c4d