Jump to content

srek

Maxon
  • Posts

    3,156
  • Joined

  • Last visited

  • Days Won

    69

Community Answers

  1. srek's post in Trouble with an XPresso example was marked as the answer   
    That looks like an Object node referencing an object that is named "Connector Spline". I can only assume it is a simple linear spline with two points, the first of which is referenced in the upper Point node and set to a constant value, while the scond point of the spline is set ito the neares point on the Spline that is connected to the Spline Object input of the Get Nearest Point on Spline node.
  2. srek's post in Possible to copy existing Asset Browser file structure to new installation? was marked as the answer   
    If you import anything new into an asset database new hashcodes will be created. But if you already have a database, why not just connect to that from the new installation? If you used the default preferences database you can create a new one in a location that is independent from your Cinema 4D installation and copy the assets you want into it. Then just connect any Cinema 4D installation to that database. There is no need to do a new import.
     
  3. srek's post in How do I convert this R23 graph to 2023 ? was marked as the answer   
    It still works the same, but in 2023 you get the primitive by default instead of the Op. Right click on the Cube node and switch it to Op mode. Alternatively you can add a Matrix Op and Color Op after the Geometry Op and feed the color and Matrix there.
  4. srek's post in Help me understand this Xpresso expression. was marked as the answer   
    Object is a reference. It tells the Sample node to use the Sound Effector as a source for data. Sample does what the name says, it picks a sample from data. The global matrix input defines where to take the sample. Sampled usually means that something huge is broken down into small usable parts. In the music industry it means that small parts of other songs are used in a new song.
    You can find the term sampling again in the parameters of the Sound effector, where it tells the effector how to interpret the audio. The sample node does something similar again, but outside of the Sound Effector.
  5. srek's post in Selecting polygons that share the same normal direction was marked as the answer   
    In the asset browser search for select facing. There should be only one capsule that matches. Drag it into the object manager as a child of your object.
    You can use the resulting selection for modeling operations or store the selection for texturing etc.
    Check the attached scene for an example.

    Select Facing Demo 01.c4d
  6. srek's post in Is it possible to change pivot position of MoText? was marked as the answer   
    Maybe try if the Geometry Axis Capsule does the trick for you
  7. srek's post in booleen with sheet was marked as the answer   
    That looks like a perfect job for two cogwheel splines with inlays in a loft.

  8. srek's post in Subdivision surface and field was marked as the answer   
    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.

  9. srek's post in Nodes / Capsules: Select edges by edge length... was marked as the answer   
    Try the attached scene and the Asset stored in it.

    Select by Edge Length 02.c4d
  10. srek's post in Modeling for printing with C4D? was marked as the answer   
    The bottom geometry is a bit messed up as well, but it should work. The normals were the key to make the model work. Keep in mind that the usual slicers know nothing about volumes, the backside of a normal defines the inside of the print, thats about it.
  11. srek's post in How to render c4d scene nodes with octane ? was marked as the answer   
    Scene Nodes outside of capsules currently work best with Standard and Phyiscal Render. For any other renderengine i would propose switching your node setup over to a node capsule. In that case you can use the object manager and all the objects specific to any render engine without any change in your workflow.
  12. srek's post in Output Values from Geometry Modifier Group was marked as the answer   
    Outputs, other than the default op or geometry, are only visible and useable within scene node graphs, not Xpresso.
  13. srek's post in C4D crashes at Quick Start Dialog was marked as the answer   
    You can try to get a bit more information by creating a shortcut to Start Cinema 4D and adding this commandline argument to it "g_console = true"
    If you start Cinema 4D via the schortcut an extra log window will open that shows more details of the startup process. The last entry before the crash might help identifying the issue.
  14. srek's post in Point Node equivalent in Thinking Particles? was marked as the answer   
    PPass also offers the particle index

    This would be a minimal setup for the purpose of attaching a cube to particle #35

  15. srek's post in How do I setup Conditions ? was marked as the answer   
  16. srek's post in I find it difficult to make a simple Inset and Extrude was marked as the answer   
    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

  17. srek's post in How can I create a curvature-based gradient ? was marked as the answer   
    Scene Nodes contain a Calculate Curvature node that can do this. Sinc eit is mainly targeted towards scene nodes it creates an own weight that you can't use in the Object Manager.
    Please find attached a scene that includes a version of that Asset that uses the first Weigth tag on an object to store the curvature in.

     
    Curvature 02.c4d
  18. srek's post in Asset Browser Previews was marked as the answer   
    In the AB right click on the original preview
  19. srek's post in Angle difference between 2 matrices was marked as the answer   
    I adjusted the ranges so the angle differences become more pronounced. I also changed the animation values to emphasize what happens. Check especially between frame 49 and 68, where the rotation happens around the axis used to determine the angle resulting in no detected change. If you want to detect every change you need to set this up for all axis and combine the results.
    rot_diff_0003.c4d
    Here is another version that uses all three axis
    rot_diff_0004.c4d
    And for good measure, a version that uses all three to create RGB directly. Dark gray, no rotation, white, rotation around all axis.
    rot_diff_0005.c4d
  20. srek's post in v24 Asset Browser Downloads was marked as the answer   
    In the asset browser type installed:no , then select all and choose download selected from the context menu
    Personally i would make sure that the download location, Prefs->Asset Browser, is set to somewhere that can take the amount of data.
  21. srek's post in Educational License Pop-Up was marked as the answer   
    Using a file created with an educational version for commercial uses would be against your license agreement. The whole reason for the popup is to make this clear and prevent you from violating it, thus it is not easily removable.
  22. srek's post in Gradient based on shape of geo? was marked as the answer   
    For standard materials this would be Proximal shader in Edge mode, no idea if this is available in Arnold or how it's named.
  23. srek's post in Will this do the trick? was marked as the answer   
    That is a completely different beast and should work nicely imo.
  24. srek's post in Solar system simulation was marked as the answer   
    Please find attached a version that might help you. It is directly based on scene time and one second animation time equals a day. On the Xpresso tags there are scaling options.
    I left out axial tilt since that would open up a whole different can of worms.
    Due to numerical precision issues i had to use orbital radius values 1/10 smaller than the actual values, km is just to small to measure a solar system 😉
    Hope this helps
    Solar_System_0001(R14).c4d
  25. srek's post in Combine multiple objects into 1 so booleans won't become messy. was marked as the answer   
    If you have two objects, or two groups of objects under a Null you put them under a Bool, switch that Bool to union and you are done.
    Booling Groups.c4d
×
×
  • Create New...

Copyright Core 4D © 2023 Powered by Invision Community