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Agile

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  • First Name
    Alo
  • Last Name
    Lud
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    Agile Interactive AS

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    Windows
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    Intel
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    GTX 1080 Ti

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  1. Thank you for your answers, After many trials and fails, enabling tesselation and then unchecking "Smooth Subdivision" kind of unlocked everything. Also added a bevel deformer to clean up some final artifacts in the corner. Tesselation subdivision has to be tweaked for each usecase, as well as other "mesh generating" options in both the extrude and spline menus (as mentioned above). "Different displacements has different needs".
  2. I have a simple spline, with some chamfers, then extruded it to create a solid shape of it all. Then created a material for it, with displacement, and added the redshift tag with displacement enabled. I have tried countless of work-arounds, with sub-divisions, loft, etc. but whatever I try, I get these artifacts in one way or another. How can the displacement be rendered nicely? Extrude spline and subdivide.c4d
  3. I am trying to setup a Team Render Server with Redshift. After a lot of setup and trial and error, it now almost works, however on the last step it fails with message > "Assemble Failed". In the "Results" tab in the Team Render Server web interface, it is possible to download the result though, so I can see that it has actually finished render something (though this image has some artifacts, it shows some stripes between where the buckets has rendered). The Team Render Client does not show any error messages in its console at all. I have triple checked the file paths, and have tried various local and network paths. I have tried various formats (jpg, png etc.) and I am not saving multi-pass or compositing files. I am also trying to render just one image, not an animation. All using the latest versions of Cinema and Redshift.
  4. Thank you DasFrodo, I never thought of the blending modes in the Falloff fields! By adding a spline field in the Falloff instead, I can draw the areas I want to scatter into. Even better, it works with Matrix for much better performance. Combining this with the Hair-painting technique makes for a fast and controlled workflow.
  5. Using the Hair simulator was fascinating, thanks a lot for this tip! Painting on the surface with different radiuses and densities makes for a very flexible approach and are in many of my cases the very best approach. The menu for Hair was confusing, but in the end I was able to mix several objects, randomize rotation, randomize scale (to some degree using clones) as well as choose alignment types to surface. Viewport performance looks identical to Cloner. I still miss some procedural way to generate scatter falloffs though, especially when working with larger areas with a lot of objects. In the end I was hoping to get Matrix working with scatter falloffs, as it is blazingly fast compared to Cloner and can handle much larger amounts of cloned objects. Scattering with Hair
  6. I tried in different ways, but in the end I don't understand how to setup your advice. Do you have any quick demo?
  7. I have a landscape surface with as selection area which I want to scatter on. I use the Cloner to scatter. However I don't want the hard "border" between scattering and no-scatter, so I add the Random-effector to the x/y-axis to get a nice "falloff" from scattered objects. However, when using the random effector, of course it moves it along its local x/y-axis, which does not respect the curving of the surface, so many of them are hanging in the air. Can they be re-attached to the surface some how? Hard annoying border Nice "falloff" that can be tuned with parameters Floating cubes Scatter demo.c4d
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