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srek

Maxon
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Everything posted by srek

  1. Not for the faint of heart, something on Array Collections. https://nodebase.info/example/working-with-arrays-part-4/
  2. Iterate Collection delivers the elements of the collection. A for loop is more comparable to the Range node, where the output port Range would be the iterated value (x). Loop Carried value is a generic loop body that can be used for any kind of iteration. Comparisons between code and nodes quickly break apart, the two really work differently. I.e. you can't end an iteration in code more than once, in nodes you can.
  3. I haven't gotten a single artistic gene from either side of my family, those are all done using SD locally and some very straight forward and limited prompts
  4. The list is getting longer, a lot of stuff regarding arrays was added. Have fun.
  5. Thanks, that shouldn't have happened Edit: The culprit was a default resizing from Wordpress
  6. If you create a setup that involves no gravity weight has no meaning. You need mass and density to be able to define a bodies behavior under all circumstances.
  7. Thanks, that is certainly something to think about. I also added a request form https://nodebase.info/request-a-topic/ No need to repeat what you posted here, that is stuck in my brain 😉
  8. As a personal side project to provide more information on Scene Nodes to everyone interested i started a small page. https://nodebase.info Feel free to request topics that should be covered
  9. Sorry, it is not my place to comment on anything that might happen to Cinema 4D in the future.
  10. In the mean time check out what you can do with in and output ports
  11. The scene manager was part of the tech demo and has been retired.
  12. You are describing what Xpresso offers
  13. i fear you are incorrect. Xpresso and scene nodes solve very different problems and work in different contexts. Xpresso controls parameters, but can’t really change the objects or their geometry. Scene Nodes create or modify objects, but can’t modify the parameters of objects.
  14. Please try to connect the Linkled Geometry directly to the output, maybe the Clone onto Points node has a problem.
  15. In the group click on the left bar and create a new port. Then right click that port and choose Add Nested Port>Object Bundle>Geometry Then go to the resource editor, select the input port and set Scene Port Mode to Link. This creates a Link field on the group. This port will deliver the geometry of the linked object.
  16. Most changes on this were not made to specific features, like deformers, but to the way how the scene is evaluated. Deformers take a lot of advantage from this even without any multithreading. If i remember correctly deformers have been multithreaded for a few years already, where did you read that this is recent?
  17. Small correction, TP originally came from Cebas and received quite a few updates and improvements over time that were done by Maxon. S&T however is directly from Maxon, like Hair it is heavily integrated into the old render engine, so a port to Redshift would mean a complete new development.
  18. Feel free to check out my small Github Repository as well. Splinify is a generator capsule that will create curved or linear splines from edges. For curves you need to switch the capsule to Bezier mode https://github.com/bmarl/Neutron
  19. You have two options. Either add a bitmap into your existing material and treat the to be painted texture as one of the layers of your material, or layer a second material over your existing material and paint in that. Your idea of just painting doesn't work because you need a bitmap to paint on.
  20. Create an object. Create a material. Choose Create New Texture from the Color slots context menu. Apply the material to the object. Switch to Paint layout Open Material Manager Click on the red cross to enable painting Paint
  21. The wizard is there to start you up with a new material to paint on. Don't use the wizard if you want to paint on an existing bitmap in an existing material.
  22. You need, preferably non overlapping, UVs to paint. However, depending on what you want to do, you can get away with simple optimal mapping.
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