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Metier

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    Windows 10
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    Intel i9-7920X / 2 x NVIDIA GeForce RTX 2080

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  1. Hi, I am trying to build an X-Particles system which does the following: - particles are emitted with a trail from within a piece of geometry - particles are only emitted at 90 degree or 45 degree increments - when particles collide with the geometry they only bounce at 90 degree or 45 degree increments I have built something which kind of achieves this using the network modifier - however some particles always seem to escape the geometry around them & I cannot get the particles to only bounce at specified increments. The ultimate aim of this system is to create something which looks like a circuitboard. If anyone has any tips or advice on how to achieve this, I'd love to hear them Thanks for your time! 🙂
  2. Hi, I'm looking to animate a flat world map into a spherical globe - but am struggling to find a 'clean' way of doing this: Essentially I want a full frame flat map to suddenly become a spherical object - I've tried the wrap deformer but can't quite get the effect described. Any ideas would be great! Thanks :)
  3. Or maybe put another way: Is there a way - OTHER than using a Connect object - to unify a bunch of clones in cloner as one surface to clone onto? Any ideas would be great.
  4. Hi, I have built a simple Mograph rig where a bunch of objects are 'pushed' apart by dynamics to create an abstract form. I'd like to be able to add a secondary cloner (Cloner 'B') to randomly clone some smaller objects to the overall surface of the original cloner (Cloner 'A'). Ideally I want these secondary clones to be dynamic too (eg. not to intersect with one another) but not to interact with Cloner 'A', pushing the original objects further apart. Can anyone advise on the most efficient way to do this? I've attached a scene file with my progress so far (hit play & let the clones settle to see what I mean!) Thanks, 🙂 procedural_geometry_example_01.c4d
  5. Thanks so much for this - no idea why my setup wasn't working! 🙂
  6. Hi, I'm looking for a way to automatically generate complimentary colours based on a single user selected colour. I'm using Redshift & ideally I'd like to be able to create one colour (e.g. within one colour constant node) which in turn somehow automatically populates several other colour constant nodes with complimentary colour values for use with a multishader node / other materials. If anyone has any ideas on how to achieve this - or where to even start with this kind of thing - that would be great. Thanks for your time 🙂
  7. HI, Is there a method by which you can connect several matrix objects & then clone onto them? Thanks 🙂
  8. Thanks @Flima 🙂 Slightly more complex than that tutorial in that I want to use various sized objected in the cloner & I would like them to be touching (but not intersecting). Imagine a 3D grid with each cloned objects size being an integer of the grid - e.g. 10, 20, 30 etc - so they fit within it perfectly - if that makes sense? This also means the push apart effector won't work as it doesn't take into account a clones dimensions.
  9. I'd use a cloner in object mode directly onto a spline - then mess with the settings / spline interpolation settings to achieve the desired result. If you can provide more detail on your problem then maybe there is a more relevant solution.
  10. As @Hrvojestates, the Inheritance effector and a matrix (or two) are the key here - a bit of messing around using those two should help you achieve this. (apologies if this has already been mentioned!) - good luck
  11. I could be wrong but perhaps cloning onto a helix spline, offsetting the clones & then cloning the helix may be somewhere to start? Getting the maths right would be the key to creating a loop here.
  12. Do you have access to XParticles? This is relatively simple to achieve using a particle based approach.
  13. Hi, Is there a way of forcing intersecting clones to 'push apart' from each other - but also constrict their rotation (in all dimensions) to 90 degree increments? I've experimented using dynamics with zero gravity & the 'follow position' / 'follow rotation' to remove the intersection but am struggling to get the clones to follow this rule and only rotate in 90 degree increments. Any ideas on how to achieve this would be great, Thanks!
  14. Hi, Can anyone recommend any techniques to loop particle animations? E.g. a bunch of particles 'swirling' around with turbulence - but the turbulence being looped somehow so the start & end frames of the animation are the same? Any tips appreciated 🙂 Thanks
  15. I've solved this by using the 'projector' effect in the texture 🙂
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