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HappyPolygon

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Everything posted by HappyPolygon

  1. Try using capsules to bevel. I've never used selection capsules with materials but you never know... Edit: Sorry, didn't notice you were using R23.
  2. What is that ? Looks like a bunch of words thrown on a landscape ... Some are related to each other but they belong to deferent bioms What do Rote Memorization and Jeopardy! have to do with anything ?
  3. Isn't that easier using soft bodies/cloth ? I think there is a way to anchor certain polygons of the soft body/cloth on a geometry, so you actually make it work like the real thing. Maybe your model is too dense that's why dynamics freeze your computer
  4. What does it compile ? To generate the city from 0 ?
  5. Well the whole concept of fields is to have a local effect. You want a permanent one. The field effects like Grow and Freeze unfortunately apply only to vertex field tags. I think what you ask can be solved with XPresso
  6. Ah, yes you're right ! I use GI only in Physical for more realistic lighting and Standard for quicker renders and I confused it with the old Standard/Andvanced Render module scheme. Yes I checked it, S&T material with GI will emit light. Maybe OP was after something else. @gorillaknuckle AOVs are strictly for use with Material nodes. Have you tried to isolate the effect you want using the Multi-Pass , GI, Ilumination and Material Luminance ?
  7. Well, this was something I've never seen before, but reading the manual about it I didn't find anything special either. Although the "you want to color certain textures that contain functionalities outside of the "normal" Cinema 4D material channels" sounds exotic like creating an Esoterica channel found in Cheen, doesn't seem to do anything more than what is described as "any number of textures can be loaded can be created.(in the new channel)" I followed both ways and both had the same effect. They create a new channel called Custom just bellow the Viewport and above the Illumination attribute channels (can be seen in your screenshot too). The ID is just the position of the Custom Channel under the Custom Channels Group of the Manage User Data window. If I understand Correctly, you also want your material to glow (emit light) ? If that's the case then it's impossible due to a technical detail. A material can be emissive only if GI is enabled, but GI doesn't work on Standard Renderer and the Physical Renderer does not support S&T because S&T is a non photorealistic render model. In other words those two are the exact opposites and don't work together. You will have to find an other way and fake your emission through light setups like converting your model into a light source (area light -> area shape -> object (only works on non-primitives)) or using your light as a Gel (just assign a material with a shader under the transparency channel)
  8. What do you mean "custom channel"? Are you using a node material or a redshift material ? Can you give as an example of a "cel-shaded models that use the luminance channel for diffuse" ?
  9. I don't think C4D is capable of this kind of SSS with the native renderer. And definetly not capable of overexposed reflections. Probably RedShift can do better. This is my try on it. Untitled 4.c4d Untitled 5.c4d
  10. Was that traditional modeling (static) or some more complex rig (parametric) ? Was it done in C4D or some plant generator (TreeIt, PlantFactory, SteedTree) ?
  11. Most attributes in C4D objects have a circle (prior to R25) or rombus (R25+) on their left side. If you click on it it will turn red indicating you just made a keyframe on the current frame. If you click it again it will delete the keyframe. A red outline indicates that the attrribute uses keyframes. An orange fill indicates that a change to the attribute value has been made on an already-set keyframe on the current frame but the value hasn't been recorded yet (over writen the current keyframe). This is the only way I know to animate without opening the timeline or using the Auto-keying or Record Active Object.
  12. You could use fields on the Volume Mesher object to colorize specific parts of the Vertex Map but it's a bit complicated and works with up to two materials. Let's wait for S26 in hopes it gets resolved there.
  13. You are right. It seems I got too old and my way of thinking is not that adaptable to new rules and paradigms as it used to. Thank you @Chester Featherbottom for the visual example.
  14. I use point snapping, select all points and move the point I want to snap to the corresponding element. Doesn't work with parametric objects, but when I work with that kind of precision I don't have parametric objects.
  15. How can I write this using a Switch-Case node and without variable assigments ? (I used the first assignment just to avoid writing cube1.globalrotation everywhere) rotationB = cube1.globalrotationB() if (rotationB>=0 and rotationB<90) or (rotationB>=180 and rotationB<270): cube2.globalrotationB() = rotationB else if (rotationB>=90 and rotationB<180) or (rotationB>=270 and rotationB<360): cube2.globalrotationB() = -rotationB
  16. @srek This node didn't really solve the problem. The Node outputs only discrete values. In my setup I want to check when my value is <90 or >90 flag that comparison (this case is a binary so a bool fits but could be more options), and tell the Condition Node to execute different steps depending the input. This means that the Condition has to switch to one of many possible outputs OR I need to make a special IF to make the Compare Nodes output the values 1, -1 to use them at the end. Wasn't XPresso designed to carry such operations ? Maybe I do need to use a Python Node, but it seems so fundamentally simple what I want to do with only one node ... If there is no IF equivalent it's impossible to have conditions based on inequalities (>, <, <=, >=) since the Switch-Case statement is evaluated only for equalities (==). Do we know if XPresso is Turing-complete ? (without using the Python Node)
  17. It works fine for me. In your screenshot the Snap mode is not enabled. Did you forget to enable it ?
  18. So So actually the Condition Node is the equivalent of the Switch-Case in C/C++ ? switch (expression){ case constant1: // statements break; case constant2: // statements break; . . . default: // default statements }} Thanks Srek. I always found that node counterintuitive because I was trying to equate it with the IF condition and the fact that I could have more than one Output port hurt my brain.
  19. Actually I wanted to help Zeezy I thought about using Expresso to make that type of animation, and might in the process learning one or two things... But I stumbled across a problem I constantly avoid because I don't know how to solve. And that's conditional branching. For the particular problem I wanted to partition a circle to 4 quadrants. From 0 to 90, 90 to 180, 180 to 270, 270 to 360, when the motor is on the 1st and 3rd quadrant the hammer should be rotating to the right, when the motor is on the 2nd and 4th quadrant the hammer should rotate to the left. basically it's the abs(sin(x)) function but interpreted as degrees based on the rotation of the motor. I couldn't do it with the function node (to translate it to Global Rotation B that is) or the python node so I went full relational programming. my setup is completely off at the moment , I know.
  20. I don't understand how to use the Switch Node. It has no input port and Outputs only Bool.
  21. What nodes can I use to emulate the if x==0 : # do something else if x==1 : # do something else ? The Condition node doesn't seem to help or I don't get how it should be rigged.
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