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Everything posted by HappyPolygon
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I only listen music with no lyrics to avoid earworms. My favorite kind of music is epic and OSTs from movies and games. Favorite composer Thomas Bergersen with most liked tracks Evergreen, Victory and Aura Other tracks I like to listen for inspiration are U-Render_reel, Hinkstep - Like a Mirror (Houdini 19 reel), Can You Hear The Music (Oppenheimer), Norman Orenstein - Hypercube Opening (Cube 2 - Hypercube OST), Terrain (Simcity 4 OST), Terence Blanchard - Blut Und Boden (BlacKkKlansman OST), Klaus Badelt - Eloi (Time Machine OST), Randy Edelman - To the Stars (Dragonheart OST), Jack Wall - MYST: Exile (OST) What makes you focus ?
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Convert Animated Bulge Deformer to Keyframes
HappyPolygon replied to Kim Hoffmann's topic in Cinema 4D
If you use the object under the Cloner then you can use the offset the animation of each instance.- 8 replies
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ummm... don't need to. Paint some dark blue dots on a transparent PNG and just project the material with Alpha locally using Flat Projection... Maybe I'm too unconventional/free-form/your-worst-pipeline-modeler-assistant-you-could-end-up-with.... 😅 That's how I would do it but I guess you don't use the native C4D renderer and my way wouldn't work with RS or Octane... What do you use ? Your hardware/software profile is empty.
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No remesh - remesh Default settings I've notices some corner crops: remedied it with these Notice the Hard Edge Selection C4D won't work miracles though... If they don't upgrade the SDS to support Fields or Polygon Selections or even just make the Remesh use Fields or Polygon Selections, there's no other way but remodel the damn thing. The explanation is really straightforward: Your topology is not uniform. Remesh and SDS are doomed to interpolate the same between dense and sparce topology, essentially treating the whole object the same when in reality it needs different treatment based on regional density. The fasters and easiest way I can advice to rebuilt it is: to keep only the Top and Bottom Polygon Selections and delete the rest of the geometry From those selections Convert to Splines only their outer edge rings Use those splines under a Loft to see their connecting geometry. You should make adjustments for the intermediate points to be dense enough to compensate for the edge details and uniform enough for a constant roundness. In order for the Loft to work best the two (Top and Bottom splines) need to have the same number of intermediate points, otherwise you'll have to bridge the two splines manually. *** Then just through the Loft under the Thicken to make the extrusion... *** At this point you could use the Ring command to add an outline to the splines, then Loft them individually adjusting their topology and then manually bridge the to Lofts. I think this is more realistic as C4D does not support Bridging between different objects or Bridging between splines. Let's hear what @Cerberahas to say about this.
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What if you use Pyro against Pyro ? I haven't played with Pyro much. But it could be possible to interact with one Pyro object using an other Pyro object .... Try making your Plane a second Pyro emitter with invisible fire and very limited influence (have its smoke die very quickly) and have it move through the original fire. I suspect the two Pyros will interact with each other... maybe still not in the way you want it... Or just link a Wind or Turbulence object with the Plane. That's a more straightforward way to interrupt the rising smoke.
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Why not just texture ? Do you model the clothes as you progress to the point the skin gets occluded or do you cloth the models afterwards ?
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Maybe try faking it ? Make a cube with big thickness but have only the Plane render... I don't think Pyro works the way you try to use it. Pyro tries to detect obstacles as voxels propagate through space but it's not the same as having the obstacle itself interact with the Pyro as it moves through space.... You see, Pyro uses a sparce-voxel-tree, this means it will generate voxels wherever it really needs to. This means that the rest of the space is empty and out of the simulation's concern. If for example you used a static voxel space like TurbulenceFD, then the rest of space that doesn't even have a smoke whould still occupy space with voxels. In other words you'd have the smoke and the surrounding air. So when your plane moves in a space like that would interact with the air and create turbulence as it moves... and when it reaches the smoke it would "drag" the turbulenced air with it... I assume what you want to do is to interrupt the rising smoke like trying to blow on a candle. I think this is the reason why you can't do it, and we've already eliminated any computational inaccuracies concerning precision from voxel and polygon counts. Maybe I'm wrong, let's see what @srek has to say about this.
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A simple Remesh seems to fix it for me...
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I've tried modeling such "embossed" logos in the past, it's somewhat elaborate depending the shape. Trace the outline as a spline Put it under a Loft to fill it with polygons Put it under a Null Use the Bevel Deformer under the Null You'll have to experiment with the Bevel, you might need to define a Profile under Shaping... You might need to add a Smooth Deformer also. When I did it before the Bevel Deformer was invented I made multiple splines to emulate a topographic heightfield and then Lofted them, then made editable and cleaned it topologically...
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Know any good Black Friday and Cyber Monday deals ? Post the here !
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Either the collider is too thin or too low-polygon or both.
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Now I'm curious 😁
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I think MAXON has a headache with the material system and generally with renderers. It dropped ProRenderer after 2 versions. Material Nodes where a total flop... especially after introducing the "new" Reflectance Channel that had every user scratching their heads... Then they acquired RedShift. Then they had to develop a common UI for both RedShift and C4D materials... it led them making MaterialNodes accommodate RedShift Materials, along with splitting the general UI for creating the respective objects (camera, background, sun, sky, environment etc) which I think was done with tags before that ... I think there was also some kind of effort to auto convert between C4D and RS materials .... In general it seems to me that whenever Maxon tries to make something in that direction (material system/standard) and stick with it it eventually ends up developing it allover again and it costs it a lot... They are definitely aware of USD and MatX but they probably scratching their heads on how to implement them without delaying other scheduled features or worse, having the whole department spend time only for those two.
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Is that "detangling" in Houdini an inherent feature or did you set it up ?
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Ahh... The icon had me totally confused as it looked very similar to a Field.... So I assumed the XPresso was somehow using the attributes of the Field...
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I get a lot of notifications in YouTube and FB with DAT shows but can't fihure out what it's all about and also very boring. Just a lot of people sitting on a table talking. I didn't even understand the topics discussed .... It would be more intresting if they had some slideshows or actually using apps to show something... Has anyone watched it ? Did you find it interesting ? Does it have any relation to C4D ?
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Wich plugins do you use ?
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There's been some pretty fierce debate raging online about the use (or overuse) of CGI in cinema recently. The likes of Marvel have been accused of an over-reliance on visual effects, with even the most seemingly innocuous scenes littered with the stuff. But here's one movie that's hilariously embracing terrible VFX – right down to the title. Bad CGI Gator features, yep, a badly rendered alligator. "Six college grads on Spring Break get a cabin in the swamplands of Georgia," reads the official synopsis. "Once there, they decide to throw their school laptops in a backyard lake in an act of youthful defiance, which unknowingly turns a lurking alligator into the dreaded and insatiable… Bad CGI Gator!"
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News from the latest developments in AI 3D modelling techniques
HappyPolygon replied to HappyPolygon's topic in News
As I see it the most benefited people will be "content creators". Already 50% of my YT channels feed use AI to create their thumbnails. It won't be long till any kind of "influencer" will eventually use a low cost/free online service to create images, videos or add elements to their recordings (face/voice/background replacement or even full-body replacement(anime characters in Japanese-friendly audience, or cartoon characters for shows intended for children)). Avatar usage is already a thing but it requires expensive non-AI-related software/hardware or service provider. In other words, any totally clueless/amateur wannabe-famous brat, granny or looser will be able to boost his channel in YT, X, Vimeo, Twitch, TikTok, OnlyFans by 500% to compete better with the already successful content creators even if their content is totally a clickbait and BS. Adobe had a substantial user percentage occupied by content creators that found the courage to make the leap of faith and learn Photoshop/AfterEffects/Premier to help them with their content instead of hiring someone to do it for them (but even hiring someone for a job like this is still considered part of that user percentage). I think Adobe saw that and was alarmed with the AI wave, and decided to fight fire with fire in order to keep part of that client percentage that felt more comfortable in Adobe's user interface than search and learn to use (again) a new app that is also still experimental/short-lived or soon-to-charge-ehen-out-of-beta. AI should not be available in the hands of the naive, unspecialized and lazy crowd. Too much freedom has been given to the average person that it has already be shown to be dangerous to the integrity of the society (hate-speech, fake news, disinformation, toxic mindsetting, brain washing and manipulation). This is actually true for all kind of technology not just AI, but with AI things will spin out of control even faster affecting more people exposed to it either young or old. We will soon see books titled "Be an incredible artist in 24 Hours !", 50 pages tops, first 4 pages explaining what online AI you can use and how to make an account, the rest just a list of words you can randomly type in the prompt to produce your thing... People will be so much monkeys that the expert edition of the book will have 100 pages with the words separated into chapters like "Decoration", "Poses", "Animals", "Plants".... because people will be so useless that even language will be hard for them to actually form a comprehensive sentence of their foggy thoughts... Oh, wait... we are already there ridiculousness in the highest order https://www.udemy.com/course/prompt-engineering-ai-course/ https://www.udemy.com/course/best-certified-chatgpt-prompt-engineering-and-ai-course/ The land of Content Creators https://img-9gag-fun.9cache.com/photo/a9q0RW6_460svav1.mp4 -
I don't get it ... Does it sample the time it takes to render one frame and estimates the time it will take to render the rest of the animation ?
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News from the latest developments in AI 3D modelling techniques
HappyPolygon replied to HappyPolygon's topic in News
Maybe it won't need clean up. (I assume you refer to polygon/uv cleanup) I think people will just tolerate the utter mess produced by AI. After all we have enough hardware power. If it's about something static and not reusable like a flyer, poster, web ad, video thumbnail, billboard ad... It won't have to be optimized... just take what the 3D AI spits and refine it with the 2D AI... whatever it takes to produce the best possible result in the less possible time... If it has to be a video animation then toss in the 3D AI model, make a quick rough environment, render the animation and use AI again to take the video and re-imagine it using a prompt best describing your desires ...- 30 replies
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Where's your smiley sticket/ X / bandaid signature ? 😜