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Hrvoje

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Everything posted by Hrvoje

  1. For the moment you can only import standard and TP particles via nodes but there is no particle system in Neutron
  2. You have to define what you are reading from csv file, find the example attached, it uses your csv file (just relink path with yours) Csv.c4d
  3. Are you asking about scene nodes maybe? There is If node
  4. Hrvoje

    MAXON is hiring!

    Hi folks MAXON is hiring and has multiple job positions open. Check them here and join the family πŸ™‚ https://www.maxon.net/en/about-maxon/careers
  5. It needs a surface (surface scaled blue noise), splines don't have one πŸ™‚
  6. Folks, please, this is not a geo political forum, there are plenty platforms for that. Topics like this will only lead to very bad escalation between members as shown repeatedly in the past. Let's keep the politics out and appreciate that we can escape to this safe haven which is free of war, politics, ideology, propaganda - topic locked, hope you all agree it is in the best interest of all members.
  7. Folks, this is not a political forum, there are plenty of other places to express opinions of current geopolitical events. There were similar topics in the past and it never ended well and turned into very bad thing. Core4D is open community for everyone and will not discriminate on any basis. Hope you understand this decision, topic closed - thanks : )
  8. Many choices here (Zagreb) including 4G/5G, cable, Adsl, satellite etc. Currently on optic connection, 200/100 for 25 euro from tcom. There is Gigabit connection available but that is pricey...
  9. Sure, you can make a capsule of any kind. Haven't tried to "capsulize" this but I don't see why it should not be possible
  10. Yes, just like that πŸ™‚ You parametrize the whole thing, make an array and assemble a spline
  11. Essentially you are looking to check if object is in volume of another object. If the solution is revolving around spheres then it is not problematic as per attached scene. Do note that this solution works for denser meshes where there are no large flat polygons since it relies on normals. Hope it helps πŸ™‚ InVolume.c4d
  12. For simple case of two planes you can connect two planes with one controlling width, the other height then optimize them, however that is present in single plane primitive. If you want to do it on arbitrary geometry it is not really available at the moment. You could manually construct geometry but that would be very difficult...
  13. No special reason, just easier given presented data πŸ™‚ Points are local so in order to get their transformed position one needs to multiply it with parent object matrix
  14. eer, not sure I follow, the setup shows point indices in viewport...?
  15. Sure, you need object group for that so it acts like a generator. Here is an example text_out.c4d Note that this can get slow quickly since spline is drawn for each point for multiple objects which is not ideal. This would be better done on viewport level by drawing in openGL so that it is much faster πŸ™‚
  16. Not sure what went wrong with the file but follow this procedure: - Create object group by dragging it into object manager - Double click on it's icon to open node editor - Copy and paste all the nodes you have in your scene - Connect Geometry op to output - Extend children input of children op and add a new input - RMB in empty space in graph and open resource editor - Enable object mode for port - Disable variadic - Close resource editor (save database if asked, ignore errors if any) - Click in empty space in graph - Convert to asset and name as you wish Now you should have a saved capsule that works.
  17. Welcome Rafael, nice portfolio πŸ™‚
  18. Hrvoje

    Slowdown

    Not as trivial if you don't want to use keys as @Cairyn already wrote. I suspect there is some fancy math to make this awesome πŸ™‚ There are few problems here if I assume correctly what you are after: 1. No keyframes 2. Object has to eventually stop it's motion which is driven parametrically (by time). That assumes that after some duration movement should stop and time value which is a "driver" has to be preserved otherwise the time will simply keep moving the object 3. Gradual slowdown. This can be done by remapping duration to output multiplier I attached a scene that does this, hope this is what you are after, couldn't think of anything better. In memory node you set duration. For more complex decaying with more options you can use spline mapper for multiplier but this involves more work or maybe different approach decay.c4d
  19. I presume you want smooth movement across surface. Here is an example which uses ray collision and interpolation node (which prevents abrupt changes) This would be equivalent to clamp constraint, hope it helps πŸ™‚ 106_Clamp_Constraint.c4d
  20. Hrvoje

    Slowdown

    Seems that effectively you are looking to "decay" a value?
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