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srek

Maxon
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Everything posted by srek

  1. I try to be a modest person, but this time I’m just realistic.
  2. Neither Hrvoj nor me are exceptionally talented, we just have a bit more experience with Scene Nodes than most. I would expect everyone who does complex expression stuff, own Python scripting etc. to be able to do basically everything Hrvoje or i have shown here, assumed they make themself more familiar with the tools.
  3. Sadly u-render went out of business, you won’t get any new licenses.
  4. That looks like a perfect job for two cogwheel splines with inlays in a loft.
  5. The correct name is "Subdivide" and it is not a command but a capsule that you can find in the asset browser. Just apply it as a child to your object and enter the name of the Polygon Selection Fritz advised you to create. The name needs to be in quotes.
  6. I don’t see a scenario where this happens. Standard Render had its time, over 25 years are enough. It is time to focus on a more modern and flexible base.
  7. You can use any render engine that supports Open VDB volumes. This is also how Redshift renders Pyro.
  8. Welcome In the Hair object choose Hairs>Roots>Root:As Guides
  9. Why not just create one subfolder somewhere and make that a specific database for experiments? I usually have a couple of different database for the different areas and stages of assets i am working on. That makes it easy to choose which should be active at any given time. I have to admit, it is not a very easy topic, but depending on your needs this can save a lot of time and effort.
  10. The link to the nodal asset should not break, if it does thats a bug. You need to make sure though that the asset is actually available, in case of my example it is stored within the scene database. To use it in a different scene you have to copy it into a different database, just like with all other assets. The asset showing up in the wrong category is likely my fault, as i said, I’m not at my top game currently. I don’t know why the preview doesn’t work for you.
  11. Took me a moment to set this up, i am ill at home currently and not really on my best game. The attached scene comes with two assets, a nodal material and a node asset that is used within the material. If you load it you can see three materials and three cubes. All materials are identical in their setup, the only difference is in which version of the node asset they use. I created the node asset with one checkerboard color exposed as a parameter and the other defined within the asset. Version 1.0 uses a different "hardcoded" color than version 1.1. One of the materials (and the version in the asset browser) always uses the latest version of the asset, so if you edit the asset and save a new version (1.2, 1.3, ...) that one will be used. This allows you to have a basic material definition that you can globaly update at any time, regardless how many instances of the nodal asset are used in any number of materials. At the same time you can have individual variations of it, where the exposed parameters keep their values even if the asset is updated. I think, while not the most straight forward method, this can allow for pretty powerful workflows. Imagine creating simple placeholder materials where you only define some color at the start and later flesh them out without ever having to go through your material assignments again. Node Material with Asset 01.c4d
  12. This should work for every engine that can use the new node system and it’s asset mechanism. The first step is to create a node material. Within this you create a node group that you use to define your actual material setup. Only provide those values as UI elements on the outer interface of the node that you do NOT want to change if the asset is updated at a later point. Those values that you want to update when the asset is changed keep as value nodes within the group. Once the group is working as you like it turn it into a node asset. Now you can put the material itself into the asset browser as well. Every copy of this material will now use the nodal asset within it. If that asset is later updated the copies of the material will use the new version, but the exposed parameter values will remain.
  13. A material can be an asset based on nodes, but f you use it a copy will be created in the Material Manager. This copy will not change if you update the material in the asset system. If however you use a nodal asset within that material and update this asset the node version of it used within the material will update. The key thing to take away here is that the Material Manager can only ever hold copies, not instances, but the material itself can use instances of node assets.
  14. The trick is to use actual nodal assets. Any node asset that is used within a setup will be updated within the setup if the original is updated. Since you can not use nodal assets as materials directly you need to encapsulate them in a material, like the material assets i referred to. If you do this the material itself will not update, but the definition of the nodal asset used within it will. That is the key difference betwen @JohnDos and my advice. He is absolutely right that the material itself will not update, but it seems he didn't know about the nature of the nodal assets that allow to work around this.
  15. In short, yes. You can see this being used in the older nodal material assets for physical and standard render. It only applies to the definition of materials though, the parameters will stay. However, if you make the parameters part of the setup, instead of the UI, you can do this. The trick is that the material is just a shell for the node that holds the actual definition.
  16. Doing it the MD way would mean that the final cloth mesh needs to be generated based on a user provided mesh. You would not have full control over it. while that might be acceptable for a dedicated clothing tool like MD, Cinema aims to be a generalists tool with a maximum of flexibility. Maybe we can think of a mesh generator based addition to cloth in the future, but right now a universal tool is the better option.
  17. Scene Nodes and Xpresso have very different goals and applications. In the context of the object manager Xpresso is the more versatile, since it defines dependencies between objects. Inside a capsule or in the main scene nodes context though scene nodes rule supreme, they cover everything Xpresso can do and much much more. Where Xpresso can only marginally modify existing geometry scene nodes have full control.
  18. Those presets would require the mesh to be of a specific scale, topology and polygon density. It is the combination of settings and actual geometry that defines the look and behavior of cloth.
  19. If you follow the news about u-Render you can find that they did try to find a buyer, but nothing came out of it. This means it is really the end of the line for the company. I don't know if the technology will sell seperately, but i would guess that anyone really interested into that would have bought the whole comapny.
  20. No idea why that comes up for you, it works for me. Maybe a short lived problem.
  21. On the outside of the Loop Carried Value node you iterate over the single elements of the vector array to transform each individual position, then on the inside you expect that data to be an array again. You need to do an Assemble Collection to deliver an array into the LCV node. Edit: On a second look, the Inner Scope of the LCV you are using is not an index, you can't use it as such inside of the LCV. To be honest, i have no idea what you are trying to achieve with the Children Op nodes. Keep in mind that you can access the Distirbution data directly. Just plug a Decompose Container into the Distribution Output of the Polygon Center Distribution to get all matrices in an array.
  22. Maybe use TP Move on Spline with Use Offset enabled instead
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