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gutster

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    Germany

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  • DCC
    C4D 2024.5.1
  • Renderer
    Redshift

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  1. Kinda didnt fixed the issue. My current workaround is tho remap the animation a bit and fake it in my animation. But I really couldnt get anything fixed without destroying the sim completly. I tried using bigger scale numbers because I know that Cinema doesnt like small values. But that also didnt help at all.
  2. Hey, yea I already did that. Works better but I cant get the chain to work properly because the rope is way too flexible compared to RBD. So either the chain flips a lot or glitches through each other
  3. Anyone has any tips on how to fix this? Its not really a highly complex simulation, just a wrecking ball that crashes into a wall. Seems like Cinema doesnt understand how gravity works. Also a lot of bouncing. When I increase the density or the mass the chain snaps. I am already at 50 Substeps and 50 Collision Passes. Its frustrating. Aufzeichnung 2025-03-17 144615.mp4
  4. Never fails to amaze me how great this community is. Actually helped me a lot to tackle this problem. Thanks everyone for contributing
  5. Thanks for the reference, cool clip. OP of this shot hasnt replied yet but the title post said "Lets sim instead of animate" No idea what he actually did, but seemed like he used some RBD to do it. We just cant afford to handanimate 80+ objects that impact each other at 7 different main objects. So I thought there might be a better way to animate it
  6. Hey guys I recently found the attached simulation in the Houdini subreddit. I played a bit around with Rigid Body but I cant seem to figure out how to have the final position stick where it belongs. So my question is: Is this even possible with C4Ds simulation system? We have a project that would require the same effect, basicly objects coming together, get a bit of impact animation and than stick together. The thing is that we cant hand animate it because of the object count of the final object, so I thought that using simulation for this would make our life easier. m2-res_480p.mp4
  7. I also went that road, my problem is that I doesnt work for my desired look. I would like to have geometry which I can art-direct a bit better with shaders
  8. Hello people, I am searching a way to recreate such a effect. The general idea I have is that I have a starting point of the laser and a end line. I thought that I can beam many points from this one point to the line and the points would stop where a intersection with another object is. Kinda like this: But I really dont know where to start with Scene Nodes. Is this even the right idea? Is there a simpler way? Any help would be appreciated.
  9. Hello guys One of our client wants to have product renderings for a lot of object. Those objects are basicly tubes. Since we cant ensure that all those tubes will be in the same direction, I though of a script that uses the bouning box of those objects and orient it into the correct direction. We also would like to assign materials based on the display color of the objects. Would something like this even be possible with Cinema? We dont have a good knowledge of scripting.
  10. Well that is exactly what I need. Man, I really have to look into Nodes. Thank you very much for the help.
  11. No problem, your help is appreciated: So the Laser should only be visible, if the end of the laser hits one clone of the cloner grid in the background. The Laser is currently generated with 5 NULLs (4 of them are animated, on is static) and a Tracer Object The decay on the cloner is made with a Blend Cloner and some effectors (shouldnt be relevant to the laser effect) I also would say that this isnt possible with traditional C4D trickery, but I have 0 experience with Nodes.
  12. cam50_rgb.mp4 I had to make the scene more abstract because of NDAs etc. This is my setup right now. Your setup is kinda what I need, so thanks for the input. But the whole laser needs to flicker. I use 5 NULLs and a Tracer for this setup atm. The visibility should affect the whole laser
  13. Hey, thanks for posting, Unfortunatly not. My goal that in a grid of cubes for example that are spaced out, if the field hits one cloner, the visibility of a animated sweep spline would be triggered. Basicly emulating a laser that gets triggered when it hits something. I assumed you could use the MoGraph Selection Tag to have the data if something is selected and based on "if mograph selection != empty" than trigger the visibility of the sweep
  14. Hello, I want to drive a Itensity Value of a light by the rule "If a field intersects with a clone of a cloner, than value = 1, other = 0" I dont have knowledge with Python, so I tried my luck with Xpresso, but I cant get it to work. I tried to use a Mograph Selection Tag with the Selected Output giving me a 0 or 1, but this only works when f.e, Clone 4 is selected but it only works with "hardcoded" values. Does anyone has a idea how to to this? I cant keyframe the values because there are way too many clones, keyframing would take ages.
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