Translate Objects to Edge of Other Objects
GregBollella last edited by Dr. Sassi
I have a vertical plane in a Cloner with a Random effector scaling on X. I would like to translate the clones so that they touch each other on their vertical edges. Could be individual objects as well Cloner not necessary. Ultimately, I want to apply different materials and colors to each plane for an effect.
Here's a link to a c4d scene file that shows the Cloner.
@GregBollella I meant to add that I wish to translate the planes procedurally, of course I can move and snap individually but eventually I will have many, many planes.
There is no simple way or default native way to do that. It is more on the programming/node-based side.
To get something like this, I would suggest the following method.
In short, I took a Plane and set it up to 1x21 segments to match your example.
Then I made it editable.
I moved the vertical edges around but only between two others, never jumping over an edge (left or right)
You will find this sorting three times in the folder.
Blend (Cloner), it will blend between the three.
The key here is to select the edges and use the Disconnect function. So each polygon is on its own while moving as one "family" per row.
You will find two versions in the file, one with a UV setup and one with a Flat projection.
Both use the MoGraph Multi Shader.
With the Curve, see the image. You can adjust each row as a blend among the three, well, two at a time.
@Dr-Sassi Wow! I wouldn't have figured that out in a million years! Thanks.
I was hoping to automate the initial creation of the individual objects or polygons as the work I have in mind would need many hundreds. Twenty-one was just for simplicity.
I feel it may be time to dig into the c4d-Python interface. I am very familiar with coding and happen to just love Python, so, seems the time may be right. Can you give me some pointers to good tutorials and documentation?
Here's a link to the work that has inspired my effort.
If you like to use Python, there is a specific forum.
Besides that, you can produce those polygons in large numbers quickly with this idea:
Other than that, going by the image, that would be an easy material to create.
A little work is needed to get a progressive UV set up. (If I read the image correctly.)
Let me know if that is of any interest. Typically people run when UV(W) mapping (or XPresso) is mentioned even remotely.
I have developed this "UV stuff of unorthodox projection" for some photo work of mine.
So, when I saw that they do it with film, I was curious how to get it done quickly with my favorite tools.
@Dr-Sassi Here's an interesting technique to achieve the look. Got this idea from the inspirational piece. Not as much control if I wrote some python, but ...
I believe I did a save-with-assets so the texture should be included... I hope.
Dr. Sassi last edited by
No texture included.
If you have only a C4D file, then no texture is stored. The function you mentioned sets up a folder with the project file and a "tex" named folder with the content, eventually, other parts.
The whole folder must be shared, requiring a DropBox, Apple, Adobe, Wetransfer, or Google cloud service. I do not touch other cloud services, sorry, but I had, at one point, set limits for many reasons. No exception.
All the best
@Dr-Sassi Thanks, I will remember this for next time
Turns out that this technique doesn't animate well. So I need to re-think...
Please have a look here if Animation is your target.
It is the same file from above, just animated.
@Dr-Sassi Here's an interim scene using Nodes to create the effect. Looks pretty good but now I need to figure out how to assign a different RS shader to each piece. Suggestions appreciated, as always!!
Before you read though all of that; check this out, perhaps it explains all already
Please have a look here:
Typically I answer only with project files. I avoid answering from memory as things change or the memory is incomplete. Theoretical answers should be labeled as Brainstorming. Anyway, the past 17 years running this forum (CV1 to CV4 now) have shown me that any derivation from that is not keeping the quality high. I try to keep those things out.
Similar to that is guessing; not my thing; project files work, or they don't.
If I open the doors to Nodes, I must reply to any question, as we keep it equally here. Which I can't; let me explain:
The key point and target here is the creation of Capsules, which are a kind of Plugins. When I talk about "opening the doors," then I expect, in no time, that an avalanche of requests comes in to build a Capsule for everything, like a plugin ala cart order service. It can't be that this is something even a larger team can offer. I hope there will be a better option to learn it when the system is more defined.
Yes, that is an undefined space. I hope we as a team will find a solution to teaching and supporting this for Technical Directors.
With that long-winded intro (sorry about that, but I write in a forum), let me answer it in this way:
Instead of doing all in the Node editor, create a capsule that takes on a single segment, "Polygon Object", as a parent.
This object can have Unserdata in Integer format, which can be read by Redshift 3D.
With this, you can create a lot of Capsules that would work like, if I get this coding lingo correctly, object-based, or in simpler words, a callable function.
Below is an example that uses an integer provider from the user data and uses an UserData node to drive the Shader Selector, either as Node or Reference-based content.
Perhaps you can take it from there.
or here with Capsule, as an example:
@Dr-Sassi Thanks for all the info.
Here is where I ended up. Completely parametric. Current set of colors is random and I think as the next step with this technique I'll put in more control of the colors.
Dr. Sassi last edited by
Thanks for sharing, Greg,
I love your progress and ingenuity with it.
I look forward to your next iteration with the color refinement.
Enjoy your weekend