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Donovan K MXN

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Donovan K MXN last won the day on April 9

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  1. 1. Change from icon to list view 2. Click on the Fold button next to home Should get you something like
  2. @MJV - I attempted to make this work by creating two versions w/ different offset amounts and using the Morph deformer to blend via field strength. Unfortunately because the gaps are created by booleans, even very slight differences in offset strength result in different point counts/orders; which means a morph won't work. I also attempted to generate a varying voronoi pattern based on the Voronoi Noise and piping the rendered result through a Vectorizer - which didn't give me much. All this to say... I wish you the best of luck, this is a stumper.
  3. You can also use a Noise Modifier (available via Commander) in Modifier space to alter the orientation of a noise. disp_nosie_trans.c4d
  4. @b_ewers 1. Change the Maxon Noise > Input > Source to UV/Vertex Attribute, so that the noise samples in 2D Texture Coordinate (UV) space, rather than 3D space. 2. Significantly reduce the overall scale from 100 to something like 1.2 3. Adjust the relative scale to something like 1, 20, 1 to get the vertical streaking. 4. Increase contrast to 1 5. Change the noise type to Turbulence uv-space-noise_v01.c4d
  5. Hey Jeff - Maxon is recording the NAB presentations and plans to post them 1-2 weeks after the show.
  6. @HappyPolygon - You can create sub-assets for the Primitive Op & Distribution Op, but there isn't a way for you to construct your own uber-nodes like them. These are special hard-coded nodes that are looking for nodes based on a specific template. You can maybe approximate this by creating a Nodes Mesh/Spline and using a Switch node to switch which graph you output, managing all of the input ports for your different object types will quickly become more trouble than its worth.
  7. @filip Really cool, thank you for sharing! As a member of the team that built this tool, it's really encouraging to see you turnaround such beatiful work!
  8. Here's a more general setup with comments. I'm calculating the number of chunks to create based on the length of the input array and the chunk size. chunk-arrays_v01.c4d And this is probably overkill, but I've also recorded a YouTube video talking through this setup:
  9. You've got an open/unhandled Scope. Your Range node is initiating a scope/loop. You can see this because there's an open `{...`, you need to pair it with an Assemble Collection, Append Elements or some other node that will take your open scope and turn it back into a "single" thing. With a bunch of arrays, that "single thing" would be an Array of Arrays. Here, I'm using an Assemble Collection to collect the different sliced arrays. With a custom-specified data type that's the matching type of an array of the incoming arrays. chunking-and-joining-arrays_v01.c4d
  10. @filip - Nice setup! You've landed in one of the trickier areas of scene nodes: Dealing with nested iterations/scopes. Here's a setup that more explicitly handles the different scopes that uses Append Elements to make a new points array from scratch each iteration rather than deleting existing elements. As to why things lock up after 10 iterations... these numbers are scaling exponentially, so 10 iterations is a _lot_ of points. I'd recommend soft-capping your iterations with a slider, maybe 0-9, and hard-capping the values 0-10. Project File: kock_send_v02_dk.c4d
  11. The drag multiplier increments are fixed. However, if you write in a number with the level of precision you want like `10.002` then put your cursor to the left of the digit you want to increment `10.00|2` you can use the up/down arrows on your keyboard to do your fine adjustments `10.003`.
  12. New Tutorial: And a demo project file: stylized-wooden-ladder_vD01.c4d
  13. @Hrvoje - There's an even simpler method. You can use the "Select by Weight" node to create a points selection. Then use the Transfer Selection node to convert the Point selection to a Polygon selection.
  14. CORE4D has got a great beginning series: My Scene Nodes 101 series isn't exhaustive but has some simpler examples: For more advanced training, Dominik Ruckli has some great videos: Dominik Ruckli - YouTube Additionally - once you've got a handle on Scene Nodes data structures and beginning/intermediate setups, you can generally follow along with Houdini / Geo Nodes tutorials. For those, it is hard to do better than Entagma: Entagma - YouTube
  15. What you're describing is very useful for things like fences / support structures. You can get pretty close with this setup: Here, the Disconnect node breaks up the spline into a bunch of 2-point "spline edge" segments. This can work well if you don't mind double points at the start/end. If you want to ensure you don't double points, you'll need a more complex setup. The good news here, is you can save this as a node asset and just reuse it rather than rebuild it. resample-spline-per-sub-segment_v02.c4d
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