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Johnny Maunason

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  1. Oops, updated that now, currently running R23 so I do have spline pen. Is there a trick to be used with it perhaps? Thanks!
  2. Hi all! Please excuse if this is not in the right forum, kinda hard to pin down where it belonged 🙂 I'm trying to create a drive belt that is supposed to run around a set of cogwheels. For this I need a spline to wrap geo onto that runs the full course in a physically accurate way, as described by the red stroke in the top image in the attached PNG. Since I will need to make several of these setups and probably will need to tweak them alot along the way it would be great to figure out a way to create these splines without having to redo them manually every time. I have tried a Cloner set to Blend, containing two splines each, sitting inside of a spline mask set to Union. This almost works, but when I combine these setups in another spline mask it starts giving unpredictable results and also the whole setup quickly becomes quite clunky. Does anyone have an idea of how to do this in a more efficient and/or flexible way? Or even a plugin maybe? I've been looking around but to no avail. Many thanks in advance for any pointers!
  3. Somehow I completely missed your replies before, but thank you! I ended up solving it through baking the whole thing as an Alembic, which works just fine. My guess is that S&T can't handle the boolean properly, or I have just overlooked something 🙂
  4. Hi, I have a very basic boolean setup consisting of a sphere from which a cylinder, with its slice animated, is subtracted, creating a pacman like effect. This setup works just fine but when I try to render it in Sketch and toon, whatever i try, I only get the outline. I have tried activating all of the different line settings, changed culling, put the boolean under a connect object etc, but I still just renders it as a single sphere, and seems to ignore the subtracted slice, along which edges I need to also have lines drawn. Does anyone know why this might be?
  5. Hello! I'm trying to figure out how to make a shader that can create a greyscale map based on how much an object is illuminated by for example a spot light. Any ideas on how to achieve this? Creating a vertex map could also work, but other than some clunky X-particles workaround I can't come up with a solution for that either. Feels like I might be overlooking something obvious..? Thanks in advance for any help on this!
  6. Thanks a ton Hrvoje! That helped indeed, and led me to solving my color problem in my actual X-particles setup through emitting all the needed particles at frame 1, and then trigger their movement a few at a time. The simulation now works well running in the viewport, but when I try to render it with the Standard renderer it fails within a few frames every time. If I lower the amount of shapes alot it renders as expected but that is unfortunately not an option. I guess I'm using the Spline wrap and the Fracture object in a combination that is not meant to be perhaps. Is there maybe a way to bake out the whole sim to be able to render it properly? Or any kind of workaround? I finally got the result I've been after for quite some time and now I can't get it rendered, frustration galore.. :)
  7. Hello! I'm spline wrapping a capsule onto a bunch of tracers eminating from some particles. The capsules sit in a Fracture object to make them separate objects to able to use the Mograph toolset on them. It's mostly working as expected, but when I try to use the Mograph Multi Shader to assign a random color to the capsules they behave erratically and some are flickering between the colors occasionally. All I want is for the capsules to have a random color set from within a given color range and keep that color forever. Hopefully there is a tweak to the current setup that will solve it? Or if not I'm open for other solutions, just hopefully without having to duplicate the setup a bunch of times or so. Anyone know how to fix this? Thanks in advance! Fracture_SplineWrap_Random_Color_01.c4d
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