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Emeric Ressy

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About Emeric Ressy

  • Birthday 03/24/2001

HW | SW Information

  • DCC
    Cinema 4D, 3DS Max
  • Texturing
    Substance Painter
  • Renderer
    Redshift
  • OS
    Windows

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  1. Yup the first one sorry I wasn't very precise Thank you for your help ! It is certainly a vram issue in this case, I did what you suggested to increase the padding size, even change density threshold (something another guy mentioned to help my case) but nothing really helped 😕 But though your explanation of the pyro system really helped me to understand how it works in a more global way ! Yea I tried to increase it by one but it didn't solve my problem, the "best" way i found to get around this was to increase the voxel size of the pyro so it's easier for it to calculate and to get a result that is less random ahah
  2. I've been trying to get the right result for 3 days but without success ;-;As you can see on the simulation there is voxel issues on the edges of the simulation, despite my low voxel size (which is about 0.25cm). My guess was that these blocky clouds were caused by the limits of the simulation determined by the green edges corners but honnestly I have no idea how to expand them. Or maybe am i wrong ? Can somebody save me plz ? 😞 project file : https://we.tl/t-3JoqdcIvDQ
  3. Works perfectly fine ! You're a life saver 😁
  4. Thank you for your answer ! I didn't do the update of the software so I was still working with S26 ahah I tried your solution with the soft body simulation and it should works fine, but I just can't run the simulation with volume builder/volume mesher actives and I don't know why. I tried to cache the simulation and then run it but it didn't work as well
  5. Hi ! I'm working on a personnal project and I met an issue while trying to create droplet on leafs. They are curved so the droplets are having a hard time to follow the surface. I was following this tutorial from Lukas Thorup I was trying to deal with plain effector like him but plain effector can't be constraint by a surface apparently so it makes the droplets to fly. Does anybody here have any idea how to achieve the effect shown in this tutorial without any plugin but on leaf ? (It's not about the bubbles, but more the dripping bubbles that run on the surface) link to my project : https://we.tl/t-gX0vx1Tg6E
  6. The only idea I came up with is to convert the hairs into an object, fractured it and to grow the hairs geometry with an effector and a sphere field that follow the spline of the Reeper object. But the problem with that is that you can only chose the spline as a reference for the hairs and not the reeper (or swept) object so there is a lot of geometry for the computer to calculate when you want a lot of hairs that follows the surface. Was wondering if there was any other alternatives since it takes a lot of time to work with this amount of geometry. But at least I'm glad to hear that is a common issue that Maxon doesn't seem to solve.
  7. Hi ! I'm having trouble to keep a proportional amount of hair along a growing spline and I can't seem to find any solution so when the spline is growing, the hairs grow as well. I was trying to play with MoSpline to see if it would works correctly but unfortunately no. I've done everything I could imagine of but without success 😕 Open to any suggestion ! Version : C4D S26 Rope Hair.c4d
  8. Hi ! I'm just trying to experiment with Divider plugin and Plain effector but i'm struggling to create a rigid body simulation that fit the shapes of the boxes. I put some spheres into the cloner and want them to fall on the fractured boxes being affected by random effectors in position and rotation, and as a result to fall through the different boxes but I don't know why they only fall on the flat surface as if they weren't affected by the effectors. Do you guys have any idea how to solve this ?
  9. I tried to tweak the birthrate number but nothing happens. Have you ever had this issue ? (And yes sorry I will pay attention in the future to put screenshots of my problems in the posts). Edit : I noticed that it only renders in the picture viewer but not in the Redshift IPR, is there a way to make it works in the IPR ?
  10. Thanks for your help you two ! It does the job perfectly I was nonetheless bothered with the lags due to the number of geometry projected on the surface, should I create a cache for the particle emitter and it will reduce the render time in the viewport ?
  11. Hi ! I'm starting a new project and I can't find a solution to make my particles from the standard emitter to collide with an object. I know that with X-particle it's much simpler but I don't know with the standard particle emitter. I was wondering if anyone here has a solution to provide 😅 I'm working with C4D R26 and Redshift btw !
  12. Oh ok I understand a little bit better now, honestly there are so many parameters that I'm quite lost sometimes ahah. The project link : https://we.tl/t-LMnjNqptkP Thanks for your help!
  13. Hi ! I'm trying to simulate a cloner with soft body tag in C4D R19, but I only want the top part of the mesh from being affected by the soft body tag and not the bottom part but I have no idea how to do this. I've tried to use a restriction tag with a vertex map, and tried to put the vertex map to the different attribute in the soft body tag but nothing works. I was wondering if anyone here had already done this kind of things to help me ahah. (PS : Sorry if there are mistakes i'm french) Thank you !
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