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Hrvoje

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Everything posted by Hrvoje

  1. If you mean using it as a drag and drop into field then no. What are you trying to do? 🙂
  2. Here is a simple example. If you want more than single previous position set the memory node to array and append all values. That way you can access any previous value previous.c4d
  3. Hrvoje

    MAXON is hiring

    Hi folks : ) MAXON is hiring and there quite a few open positions, make sure you check them here https://www.maxon.net/en/about-maxon/careers
  4. Yes, he can use object group but he can't do it in mesh group only (I believe that is the idea). Here is object group example Polygon_numbers_display_0001.c4d I would strongly suggest to use Nodes exclusively, That way you don't have to bother with context, predefined templates, and most importantly it will be much faster and able to display much more data. Many text splines will choke object manager and viewport rather soon.
  5. Since displaying involves text spline I don't think you can't do that in capsules because you can't mix context. You need input mesh and splines, where capsules are more strict in their definition. Good thing is that you can do everything you are after with nodes and not use object manager (you can use scene manager) and suffer from possible performance penalties.
  6. Of course. you just select the appropriate template from asset browser. You have a choice between geometry modifier, selection modifier, Mesh primitive group, Spline Primitive group. I added a simple scene with all 4 in object manager. You can now double click on any of them and do whatever you want with nodes inside 🙂 After you create what you want you can save it as asset and simply drag and drop into object manager as you wish capsule.c4d
  7. Depending on the spline shape you can't expect good topological result from mixed splines? For example, if you use circle and rectangle spline and then chamfer vertical edges that will be a mess quickly 🙂 What you can do instead is use loft. This will allow you to stack splines and create the shape with nice surface characteristics while it will still offer you ways to subdivide and tune the result. After that you can chamfer edge selections you want. Hope that helps
  8. You can't know which pairs to input, unless you check for point indices. Easiest way to do this is as shown in attached scene. Pairs are just indices the form a single edge. It is much easier to transfer (convert) point or polygon selection. I would advise you generate geometry in nodes themselves, there you can also access "newly created" node. maybe you could say what you are exactly after, maybe there are other methods 🙂 cham_0001.c4d
  9. Maybe I am missing something, but if you want to chamfer edges you simply change the mode to edges? Edges are defined as pairs such as 0-1, 0-2 etc. Also, it is often way easier to convert a point selection. Here is an example file cham.c4d I did the pure nodes version but you can use exact same nodes in object manager with same settings
  10. Hrvoje

    Particles?

    You missed particle distributions 🙂 Those effectively give you an option to use standard or even TP particles in Neutron. Simple scene attached with standard particles std_particle.c4d
  11. You can check Wikipedia for list, here is a screenshot Nothing is made exclusively in one application these days 🙂
  12. If you don't need them to avoid each other you can use some creative cloning, usually does the trick 🙂 clone_on_surface.c4d
  13. Given that you have R25 why not utilize scene nodes? There are various surface distributions available 🙂
  14. Nodes are not optimized for animation yet. If you would import Alembic those would be imported as static meshes through object manager so you can't achieve what you are after yet. You can import pure geometry in graph and have massive instancing though already with fast shading 🙂
  15. Nodes are not optimized for animation yet. If you would import Alembic those would be imported as static meshes through object manager so you can't achieve what you are after yet. You can import pure geometry in graph and have massive instancing though already with fast shading 🙂
  16. Scene nodes benefit heavily from new, fast viewport mode. This means you can use massive amount of objects in real time. Here is more information in this topic:
  17. Ah, unfortunately those are gone and did not survive the hardware incident 🙂 . If any member has them feel free to ask them to share it...
  18. Thanassis is great guy, he is super fun to hang out with 🙂
  19. @jackTheStorm Here is a simplified version of that scene. I cut down number of nodes from 23 to 12 while functionally wise it is the same. Also, I generate geometry within nodes since that is most performant. Hope it helps a bit making you more friendly towards nodes. If you hit a snag with nodes just post in nodes section, there are quite a few people on forum that will be more than happy to take a stab at it 🙂 selection_pattern_holes_0001.c4d
  20. Glad you solved it, that setup can be simplified 🙂 Have you tried the built in modulo geometry node?
  21. You probably meant "piece" so I will take a guess and presume you maybe also meant "sheet" 🙂 @jackTheStorm What exactly are you trying to do which doesn't work for you?
  22. Try this one. Random point value of sphere point is retrieved. Use seed value in hash node to randomly change which value is chosen. Min max can be done with some "if" statement but I leave that up to you 🙂 rnd_from_array.c4d
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