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Hrvoje

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Hrvoje last won the day on April 27

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  • First Name
    Hrvoje
  • Location
    Croatia

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  • OS
    Win/OSX
  • CPU
    Ryzen
  • GPU
    nVidia

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  1. Not particles or pyro, but still fun - field and volume based cheese πŸ™‚ 167_OpenVDB_cheese(MG).c4d
  2. Here is a nodes mesh version, should be math correct rhombohedral.c4d
  3. Checked this topic? https://www.core4d.com/ipb/forums/topic/117430-boat-wake-in-c4d/#comment-752951 Maybe there are still valid plugins available. Do you really need to use bitmap at all? I presume this is because you need to have correct wake shape (kelvin wake). In such case bitmap will just be showing static deformation. Maybe you are better off with something animated, yet not physically correct (do a search in file pits, there is boat wake with fields). If you need correct, simulated kelvin wakes you are looking into custom solution, doable by nodes or python. This is quite a task since you need to include bow an stern wakes, take boat size into account, time and decay, that is a lot of math...
  4. Faking it can be done with tutorial above using multitude of tools you have at disposal. I think it would be quite interesting to have a physically correct rig for this πŸ™‚
  5. The Classic - Carpet roll! 120_Carpet_Roll(MG+XP).c4d
  6. Lava lamp with scene file, attachment is missing in one of the posts above : ) 18_Lava_Lamp.c4d
  7. Pm request - point in polygon. This is the simplest way to detect if point is inside any polygon. Test location must intersect with polygon on all axes for result to be true 247_Point_in_polygon.c4d
  8. Welcome back, nice to see you here again πŸ™‚
  9. I am afraid that you need to force quit to stop the process : /
  10. You can reference into graph as classic object. Geometry port is under "op" group port. To import use ctrl+drag from object manager into graph, that will create a copy of geometry in the graph itself.
  11. @DasFrodo You are getting just geometry from the cubes without transforms (matrix), transforms are needed.
  12. You can't reference objects from OM, it needs to be created in the scene nodes context which is, again, experimental, so expect issues πŸ™‚
  13. Rmb and convert to op in scene node context
  14. If you save a primitive as op it will be displayed in primitive type menu. Bear in mind that op mode is scene nodes which is experimental
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