
deck
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Everything posted by deck
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Boat wakes are certainly not my thing but maybe the proximal shader could be of some use for creating a mask of near waves which could then be manipulated into a more convincing shape with distort and levr etc. Possibly a part of a solution. Deck
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Dunno about xp but you could sort of do it with the free net creator plugin but you can only do it to a distance that is less than that of your grid layout, otherwise they will all join with their neighbours. https://www.wise4d.com/netcreator-v1-3-plugin-is-now-compatible-with-cinema-4d-r23/ Deck Net creator distance.c4d
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I would go for a similar approach to the sweep above with the offset rectangle but use a loft instead and a cloner to place the splines, this gives an opportunity to animate with effectors or simply just animate the transform tab of the cloner. Offseting the rectangle manually leaves everything parametric. Deck Loft wall fold 01.c4d
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I quite like the poly pen tho Im just an average modeller, even when not building from scratch with it, its great for tweaking an existing mesh as it auto switches between points polys and edges so you can grab any part of your mesh. You may not be able to project with it but you can make it snap to a surface, that enables one of my favourite tricks which is to set up a cloner set to clone on poly center, at which point you can now paint your clones wherever you want them with the poly pen. I think thats been superseded now with some sort of clone brush but great for us users of older versions. Ive never seen the quad strip edges mode that CBR outlined before so once again learning some new stuff at the Core. Deck
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Much satisfaction for enlightening you on some tiny bit of cinema knowledge, tho I will never be able to balance that book. I usually forget how actually to do a lot of the mograph tricks but have a vague memory of things that can be done and then just have to work it out all over again. I think Jacobite may want a single light also, so in that case you can set cloner to one and drive the colour with the noise or even animate the seed in a random effector. A bit more controllable is to use the shader effector and use the old trick of colorising the animated noise, still takes a bit of tweaking to get the speed size and contrast of the noise but many more possibilities, swapping the Knots in the grad from linear to none can also play a part in defining which colours appear. I think Hrovje probably posted a version back in the day, I guess there is a node or something in later versions. Deck Random light colour single.c4d
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If you just want totally random lights then you can simply use the light and random effector in color mode, using a white light to start then you get the full spectrum but you can also choose a light colour and then use the min / max on the effector to keep the lights in a certain range. When you dig out your Pink Floyd visuals I imagine you will find them done as Gel, ie your image in the transparency channel of a material and applied to the light. You could probably use the multi shader here too, but the visible light will still be white. Deck Just another option to throw in the mix. Random light colour 01.c4d Gel light 01.c4d
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Hi Guys Just wanna throw in my quick and dirty method for getting this done. I too find the square format a bit annoying and confusing when placing a non square image but you do have to suck that up if only to save your sanity. You can create and export a UV layer and all that good stuff but what I do is to screen grab the whole square in the UV layout, take that grab into pshop and crop it square. Then size that grab up to your desired res ( possibly the width of your artwork ) then just place your artwork to match the UVs, you can do that with a smart object of the first version and then you can just add the rest into that or stack them up directly in the square image. In the case above I would just move the UVs up a bit and maybe scale to give a bit of padding on each side, once you have this square image set up in pshop you just open it as a normal texture and drop it on, job done. I usually leave the UV layer in and just check it all lines up but it always dose if you have done a decent grab. Its a little crude but takes out all the placing and sizing in the UV edit environment and lets you sort that out in pshop. Just get the UVs correct before you screen grab the whole square and it works a treat. Deck
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Heres a version where the sphere has lines only, you can achieve that by turning off the shading in both the SnT render settings as well as the material tag settings. Ive also turned off everything else in the render section. Not quite advanced to fading in the white but presumably you can use a second object or maybe even a second material. Deck sketch-n-toon-test 01.c4d
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Im not great on SnT but a quick look at your file and maybe its the case that you used two versions of each object, one with SnT but with lines only and one version with the transparent material, Im assuming that SnT can render outlines only without the fill. Deck
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Took the words out of my mouth Jacobite, tho in truth if I had the work and clients I probably would have upgraded but I would need the software new machines and the knowledge. With just the occasional 3D job R18 will have to do for me. Glad it worked out for you, I think CBRs vibrate solution would have kept them constantly moving and so would never come to rest and therefore not deactivate. Was just the long interval of no movement that stopped them, and confusing as it worked when playing in from later frames, again cos they were still moving. Cheers Deck
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Unsubdivide, who knew, I couldn't even find a reference on google, nice one CBR.
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This is a bit of a complex file for me, but to make it work on my machine in R18, and by working I mean the balloons move up when the controller does, for that to happen I had to lower the thresholds in the deactivation tab of the dynamics, doesn't seem to need to be zero but it also seems different weather or not you play it in from frame zero. It seems when coming in from zero it has time to deactivate but when playing in from say 1250 balloons are still moving so the dynamics are still activated. I think thats what's happening tho Im no expert on the inner workings of C4D dynamics. Deck Try turning both linear and angular damping to zero if in doubt, should play from zero then, at least it does on mine. Dolly Balloons 02.c4d
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I dont know about all the redshift and material stuff playing ball but a work around for you may be to use the inheritance effector ( seems to be my goto answer for many mograph issues ) and set up a simple cube or at least a 1 piece model of the cassette, but anyway, do the dynamics with that and have a non dynamic cloner for the cassette that just follows the PSR of the dynamic one, hope that makes sense. Ive put an example with just ten cassettes in your file below. There is an odd moment when the dynamic clones flash up, but if you cache the dynamics that all disappears. Had to take out some of your cassette parts to make the file small enough to upload here. Deck REDSHIFT CAMERA MAP_0002.c4d.zip
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Heres a link to CV VR cam, but I think cinema has a native VR cam nowadays. I think the rick barrel video goes into safe zones for objects ( not too close to camera ) and a few other technical things. Essentially just rendering panoramic images from cinema. Deck CV-VRCam [Video Tutorial Playlist] - Cineversity Training and Tools for Cinema 4D.webloc
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Circle Cloner Object Plain Effector Falloff not working
deck replied to Wessel van Wegen1's topic in Cinema 4D
No Worries, glad I could help. Deck -
Circle Cloner Object Plain Effector Falloff not working
deck replied to Wessel van Wegen1's topic in Cinema 4D
This is a problem that pops up quite a lot when your clones are packed close together like that. The key to fixing it is using the movement from another cloner and transferring that to your rings with the inheritance effector. So with the second hidden cloner you lay them out so its easy to use effectors. Normally you can just use the inheritance effector as you often want to move the clones to a new position but in this case you only want the y position, inheritance cant do that but the re effector can, so add the inheritance to the re effector list and in the re effector parameters you can turn off X and Z living only the y. Deck edit, there's probably a better slicker way to do it with R25 and nodes etc. C4D_Issue_Forum_0001.c4d -
A stack of deformers can get you to a good start, infinitely adjustable too. Bottom went a bit astray on this one but gives you the idea. Deck Botle wrap test A.c4d
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Thanks for that Eikonoklastes, Im afraid I dont do Houdini so its all lost on me. Ive been experimenting in my spare time and Ive managed to get the displacement route working quite well, Ive not had a chance to find the best solution for bending the actual waffle geometry. The C4d surface deformer flattens everything to the surface, so I think it will be. case of creating the correct topo for that in the flat and then extruding the bumps once it has been rolled up. Not had a chance to try that tho, or the joints option. Cant get my head around nodes, probably a good thing I will be with my R18 for the forseeable future. Cheers Deck
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Cheers Igor Being Houdini I couldn't really follow it as my only 3D experience is with cinema, I think I almost understand the concept, I do understand UVs and unwrapping etc. I think it could be one of the many things Im happy to not understand but still use. Deck
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Thats a nice cone from Eikonoklastes, I have to say I have never come across this concept of "projecting to UV ? " if thats what it is called, the chap in the video that happypolygon posted was also using a similar method. Is there a tutorial out there somewhere that explains it all, I dont need the cone for my job any more but feel I have to conquer it for my personal satisfaction, also making ice cream is quite fun. Cheers Deck
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Hi Everyone Lucky for me the client didn't wanna go with actual geometry so I never had to present the option, at the same time I haven't really had time to check all the solutions as Ive been working on other parts of the project ( low end modelling for 3d milling ). The video from happy polygon wasn't quite the solution it looked at first as the chap went on to achieve the actual waffle texture with displacement and I would have needed actual geometry. Also had some trouble wrapping it fully around. First time I have ever come across the use of a slice greater than 359 degrees. Ive just downloaded Cairyns file which looks fantastic, I feel a bit guilty cos I haven't read the explanation, but I was thrown out of the math class at school and told to do arithmetic so just looking at the math part makes my head hurt. I wanted to be able to roll the actual waffle geometry and would need to iterate thru various edge styles as Im never happy. Cairyns scale stays really nice across the cone so I guess you could build it in the round. I haven't tried applying the python to other geometry yet. The Houdini result looks nice and thank you Igor for the offer but I won't be needing it now. I think there are a couple of solutions here but I may not have the skills to implement them properly, I think if I had to do it and Cairyns didn't work then I would probably have gone down the joints road as Ive had a little practice with that and sort of understand what's going on tho seem to have forgotten everything I knew about weighting. Thank you all again for the efforts, glad to have provided you all with a little entertainment. Cheers Deck
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Wow, solutions galore. Happy polygons tutorial shout was really clever with that step effector and the surface deformer which I did sort of try, quite a procedural approach, very flexible, and Nosemans joints in a curve, that sort of makes sense now. Its all been hurting my head a bit so obviously no clue on Cairyns math option. It was one of those things where I felt there should be a solution and once again thanks to everyone for helping out, Im well happy. Deck