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sunnyminz

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HW | SW Information

  • OS
    windows
  • CPU
    ryzen 1700x
  • GPU
    Geforce 1050Ti

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  1. Volume Builder for sure with some random field effectors.
  2. If you are going to 3d then have proper lines in AI which are joined .. atleast have the outlines proper inside you can sweep.. it might get too messy inside cause of too many details. share the ai file if possible
  3. @Cerbera Thanks for your reply.. yeah wrong information about R19 having volume builder.. its started from r20 onwards. Got all your points.. about triplaner mapping and projections. lets take a situation there is a liquid simulation from a real flow plugin, bake them as polygon then take the whole mesh to Volume builder to mesher to modify it. Now its natural that uv will change because polygons are generating with time. In houdini there is way to get the uv map from a rest https://www.youtube.com/watch?v=7ho2S5u7NV0&ab_channel=TimvanHelsdingen in this he has used rest node to record the uv as it generates then stretching it till the end of the simulation but still its not in vbs. VDBs have the same problem. Is there any way to stick the texture from the initial state to the final in VBs ?
  4. Hey, i have been facing this issue from along time about animated uvs in Volume builder in cinema 4d. If i convert a liquid simulation to volume builder the uv's starts animating. Correction deformer doesn't work because the mesh is too heavy to handle. if its bending, morphing or deforming in any way .. Volume builder uV's starts animating.. Please share your views .. thank you.
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