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Isca

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Everything posted by Isca

  1. This is such a great technique - I've been looking for something similar for a while. Thanks for recording the video @Zerosixtwosix
  2. Kind of the - this only works when the material is in flat projection. Which means it doesn't mode with the cloth properly ...
  3. 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
  4. @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 🙂
  5. @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!
  6. 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
  7. 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
  8. Thanks for replying - I've managed to fix it by messing around with the phong tag 🙂
  9. 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?
  10. 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!
  11. 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
  12. Thanks @Cerbera - I was hoping to avoid using a simulation for this. I'll give it a try though 🙂
  13. 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.
  14. 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 ...
  15. 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
  16. I guess I want to control the animation of the clones over the surface of the object - e.g. using a noise - but to constrain this motion to the surface of the object )e.g. a sphere). Kind of like the follow surface in XParticles. Does that make sense? 🙂
  17. Hi, Is there a method where you can constrain clones to an object surface using a constraint tag? E.g. using a cloner in object mode set to surface, with a random effector using noise / turbulence to generate some movement - but constrained to the surface of the source object? Is it possible to use the constraint tag in clamp / surface mode to achieve this? Any ideas welcome! Thanks 🙂
  18. Thanks for the guidance - I've put together something like you describe (plane inside VF / cloth / vertex map / fields ) but can't seem to get the fragments of the VF to separate and act like individual pieces of cloth ... Shredder_test_07.c4d
  19. Thanks for these tutorials - interesting stuff. I guess I'm looking for a way of making the individual pieces of the Voronoi fracture into individual pieces of cloth - activating the cloth using an effector / field (so there 'tearing aspect is dealt with by the Voronoi fracture). Not 100% sure this is possible in a procedural way by the looks of things ... Any additional ideas would be super helpful!
  20. Hi, I'm looking to create a setup where I can simulate a sheet of paper being shredded - e.g. a plane passing through an effector which 'cuts' it into strips. Ideally I'd like these strips to then become dynamic (cloth?) and become affected by forces (turbulence /wind etc). If there was any way of making the entire setup procedural (eg. using Voronoi fracture to create the cuts in the the plane) that would be a bonus. I've attached my (very basic) work in progress (totally open to alternative methods though!). Any tips on where to start would be great! Thanks. Shredder_test_01.c4d
  21. Thanks but am specifically referring to Redshift area lights.
  22. Hi, Is there a way of changing the colour of an area lights shadow, but not the actual light colour? I can't see an option ... Thanks!
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