Jump to content

srek

Maxon
  • Posts

    3,164
  • Joined

  • Last visited

  • Days Won

    72

Everything posted by srek

  1. Please get in contact with Maxon Support, that license dialog does not look as it should imo.
  2. You did not check into UV mapping at all it seems. UVs are a part of the geometry, Inside Cinema 4D they are usually stored within the UV tags, except for unconverted primitives. You can remove it, you can replace it, but it does not just materialize out of thin air. You either have to use a default projection as is, or modify it by hand to achieve whatever you need. Every material you apply to a geometry somehow uses UVs, depending on your setting in the material tag it is either the UV information stored in the UV tag, or one of the default projections. It seems you haven't read up on UVs or done any tutorials on it, and you are unwilling to provide the scene to demonstrate, i can't say i am much motivated to try to help you anymore. Read up on UV mapping, do some tutorials, and if then you have detail questions maybe ask again.
  3. That sounds wrong indeed, I’ll check once I’m back at a pc.
  4. In general there is no „reset“ since there is nothing to go back to. In some cases standard projections work, but if they don’t you have to adjust UVs by hand.
  5. I am not aware of such a function and it would be of limited use for UVs anyway since they can only be interpolated in the most simple cases. Other attributes that do not have an own topology can work. The problem is mainly that UVs are often not continuous.
  6. If you move the points you also stretch the projected texture if you do not adjust the UVs to correct for this. The UVs are basically the formula used to match a point on the geometry with a corresponding point on the texture. If you change one side of the equation the other changes as well. That is why it is highly recommended to get all your modeling done before you start texturing.
  7. Just creating a new UV tag doe snot help. There are numerous tutorials on UV mapping in Cinema 4D available. In the most simple case you can try to use one of the standard projections in the material tag instead of UV.
  8. Most geometry scene nodes come with selection options. By default they use either the currently selected elements (default in the selection string), or if none are selected all. If you want to use the elements marked by a selection tag you need to enter the name of the selection in quotation marks. If you want them to only work if there are selected elements use active instead of default.
  9. Like Chester wrote, this is just a couple of nodes more to define the condition than you might be comfortable with, but structurally it’s the same.
  10. I am not sure i understand the problem. You usually solve this in two steps, first is to determine the condition, that can be a simple comparison, be it <,>,<=,==,>=,<> or anything you need to cobble together with multiple nodes, and in the second step you react on the result using the Condition node. You can stagger multiple condition nodes if needed as well.
  11. In Scene Nodes it is only called Switch now and yes, it is the direct equivalent to Switch/Case, though it does not have a default
  12. Due to the quivalence of True=1 and False=0 you can actually do more complex setups to determine the selected branch
  13. In a node sytem like scene nodes or xpresso you create a branch for each result, then use a switch node to choose one based on the condition you define.
  14. If you are in R25 (you don't have your version set up in your profile), you can simply drop a Transform Element Capsule under your object, switch it to Edge mode and enter "active" in the selection string. Then adjust the Transform-S value to scale the selected edges to your liking.
  15. srek

    MAXON is hiring!

    Data Analytics are a much wider field than just application feedback/telemetry, which Cinema now has for i think it might nearly be 10 years or so. Data Analytics in regards to the application itself is pretty much straight forward and doesn't need much of an analyst.
  16. What you can do is i.e. use textures/shaders that can be applied to branches, then make sure you create matching UVs for these when building the tree geometry. You could even use a couple of variations and let them be applied randomly. I can see various solutions for your problem, but none that "just works" without either human interaction or a very well trained neural network.
  17. Kitbashing setups are definitely something you can do nicely with Scene Nodes. It is actually something i use right now for personal projects, in this case a very much real world application. I use CInema 4D to model 3D printable tool holders for my workshop, to easily produce variations for different tools i created a simple new geometry primitive that allows me to parametrically adjust the cut out holes for various tools. Setting this up was a thing of a very few minutes and it saves a lot of time after that. During testing Scene Nodes i created multiple setups to parametrically create Furniture, Walls, simple houses, Windows, ... None of those good enough to share as feature useable items, but all meant to make sure that Kitbashing is not only possible, but powerful.
  18. Those would be questions for our SDK team, they are beyond my scope definitely.
  19. In Scene Nodes this is taken care of by the modeling nodes. All attributes attached to geometry like weights, UVs etc. are modified in the best possible way, in most cases interpolation or cloning of attributes, depending on situation and function. This of course only works with the standard types of properties that you can use in geometries. If you create an own structure for this it is up to you to maintain it. This is mostly due to the scene nodes using the exact same modeling functions that users can apply interactively, there is a shared modeling kernel that takes care of this.
  20. Scene nodes in general are multithreaded, but it depends on your exact setup to what degree. Especially modeling operations can often not be fully multithreaded and recursions as well.
  21. There is the active selection workflow which resembels what you describe. It effectively mimicks interactive modeling. The alternatives are either named selections, like in my example, or explicit selection before each operation either via selection nodes/capsules or directly entering indices. Scene Nodes and Capsules are pretty flexible here and all these workflows can be mixed and matched if you want.
  22. Newly Created has no object manager equivalent since it would need two different geometries to compare. However you can simply intitially store all polygons in a selection and then use first inset, then extrude with that selection.Capsule Inset Extrude 01.c4d This would be the Scene Nodes setup
  23. Newly Created has no object manager equivalent since it would need two different geometries to compare. However you can simply intitially store all polygons in a selection and then use first inset, then extrude with that selection.Capsule Inset Extrude 01.c4d
×
×
  • Create New...