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Blaz Vidovic

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  • First Name
    Blaz
  • Last Name
    Vidovic
  • Location
    Slovenia

HW | SW Information

  • Renderer
    Octane
  • OS
    Windows
  • CPU
    Ryzen 5
  • GPU
    RTX 3080

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  1. Hi everyone, Hoping to get some help on this roadblock I'm running into. I was wondering if there is a way to access clone IDs from a cloner object in order to use them in vertex maps. The formula modifier layer is operating with IDs of the individual vertices on my sphere. The formula object itself uses object IDs which is exactly what I need, and I'm able to color specific clones different colors based on their ID but unsure if there's any way to transfer that information to a vertex map. Should I be using a formula modifier layer at all? The Formula field is also operating on vertex IDs instead of Cloner IDs. Perhaps I am going about this in a completely wrong way so I'd appreciate some help. P.S I am aware I could manually place a spherical field over a specific clone but I'd like to see if it's possible to get it working this way. Many thanks, Blaz vertex_map_question.c4d
  2. @bezoNice! Curious how you got to that result? Was is something like Cerbera described, with doing cubic unwrap and manually stitching the parts together?
  3. Alright, not a big deal! Really appreciate your help 🙂
  4. @Cerbera Yes, I understand my example is not proportionally correct. Just wanted to get my point across to explain it visually. Appreciate you showcasing different ways to solve this. The solution in your screenshot is nice and clean however I imagine you might get some distortion if you wanted to map something like a text along the edge. As you'd have to prepare the image with curved text when it's in reality not curved in that direction. I was able to get what I'm looking for in blender with the same cuts I tried in C4D. Blender returned me a distorted UV island for the rim part however it was easily fixed using the "follow active quads" command. I understand having it as a singular piece is not the most efficient and splitting atleast in half would make more sense however at this point I'm curious. If you're unfamiliar I'm attaching a timestamped video showcasing this feature. Does C4D offer something similar?
  5. Hi everyone, I'm trying to unwrap a simple credit-card-like object but I can't seem to get the UVs quite right. In the attachments I'm leaving some resources to better explain what I'm trying to achieve. The reason why I want to unwrap it this way is so that if any repeating image texture needs to follow around the edge it would only have one visible seam. Box projection worked fine and for most cases would be good enough (only issue being that it obviously split my edge into 4 separate UV islands) however I'm interested to see if it's possible to do it like I'm imagining it. Thanks in advance! Blaz Cuts.mp4 Card_Unwrap.c4d
  6. Thank you @Smolak, this worked like a charm. Really appreciate it!
  7. Hi everyone, does anyone know if the little arrow buttons on the side of the edit-fields can change color? Ideally I would like for them to match the color of the actual text field (the option I am changing in the attached video). I've been able to change color on just about every part of the UI except this. Many thanks! Blaz aaf52f630b3b08224584045a0243118f.mp4
  8. Thanks guys! I figured it would be something simple, just couldn't quite get there on my own. Appreciate your help.
  9. Hi everyone, As I'm still quite new to C4D there are some things I haven't quite figured out yet so apologies if this question has an obvious answer. I am curious to find out if there is a simple way to limit something like "fill selection" with an edge selection. Please see attached video for a visual explanation. I achieved this in C4D, by making the edge selection, disconnecting the edges and then selecting my polygons. Afterwards I assigned these polygons to a selection tag and optimized the mesh so that the edges were no longer disconnected. This worked however I feel there must be a better way to do this. Please let me know if you need any more information or context. Cheers! - Blaz 05e682b871b47f4317a669cbdeac08b2.mp4
  10. Interesting. A normal gradient should do the trick, yes. I was only interested in using a field as it's much easier to manipulate in my experience. Thanks for the info!
  11. Hi everyone, relatively new Cinema user here. I have worked in other 3D software for a of couple years but still adjusting the C4D. I've set out to work on a small personal project which would require me to animate hair growth using a linear gradient. With my limited experience I thought this would be easiest/most efficient to do using a field. I had a look at all the different ways to control hair attributes (inside the hair material) and noticed I can input a vertex map. I went ahead and used a linear field to paint a vertex map across my object from which I am emitting the hair, however the vertex map has no effect on the hair length. I am currently using Octane to render which appears to be giving me 1:1 representation between my viewport view and the render. If I render the image using the Physical renderer it gives me an unexpected result that looks nothing like the viewport. Please feel free to let me know if I'm going about this in an inefficient way. Something I tried was using a normal gradient to control length of the hair which worked completely fine, however I much prefer the fields since they are easier/faster to adjust. If you need any more information let me know. I am uploading a simplified version of my project here for any testing you might want to do. Hair_Length_VertexMap.c4d
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