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nuecodesigner

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  • First Name
    Hunter
  • Last Name
    Hanson
  • Location
    USA

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  • OS
    Windows 10
  • GPU
    Threadripper 2950X | 2x GTX 1080 Ti

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  1. Hello, Starting out on a modelling journey in C4D and settled on a simple cup. Everything looks okay to me once I have shut off "Used Edge Breaks" in the geometry's phong tag but no matter how much I move the lines or polygons I still have this hard line kind of poking out on the handle. Anyone have any idea what I'm doing wrong? Screenshots to illustrate. --> https://imgur.com/a/N3vhtx2 I have attached the C4D file as well. Any input is very appreciated! Cup-01.c4d
  2. Adding that mean filter but also bumping the iterations up from 1 to 2 on that mean filter really helped a lot! Thanks!
  3. Hello I'm trying to get a very subtle plume of smoke out of the cracks of a sphere using the glass preset in XpShatter. I was able to download and pick through the "Shatter Smoke" project in the Insydium Content Repository hoping that would help me get this shot. But, for the life of me, I just cannot figure out how it was set up to: Trigger the Explosia smoke to start when the XpShatter collision and breakage starts Have the Explosia smoke follow the broken pieces Is there a video out there floating around showing how it was set up or something close to it? I also have a project file attached to illustrate how I am trying to mimic a similar set up in my shot. I would rebuild the cache upon opening (it's pretty heavy for the viewport without a caching) to better see what's going on here. I just want to get smoke to plume out from the cracks of the sphere upon it hitting and shattering. Any insight or information would be so appreciated! XPShatter-04_XPExplosia Test_2.c4d
  4. Hello, I have a pretty simple set up to get a fluid effect slowly pouring down over a sphere. Only problem is there is a bit of a bumpy or popping effect towards the end of the shot that I want to eliminate. I believe the handful of slightly faster particles coming back to the attractor object after the mesh has fully covered the object is what is going on. But, how would I eliminate or scale them back? I attached the project file. I would definitely cache beforehand (warning: it's about 1GIG cache) so you can get a better idea of what's going on in here. Any thoughts or insight would be very much appreciated!  Sphere_Encasing Liquid.c4d
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