How to apply the displacement deformer to the cloned object randomly?
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Hi Ricardo 4D,
Please have a look here:
I have set the Random Effector to Deform/Point.
The Cloner is set to Blend. Keep the seed values large enough in difference from each other, larger than the clone amount.(The Random Effector is not in the Cloner> Effector list; they work on the object/clone)
All the best
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Hi Sassi,
Thank you for your readiness. That's an interesting approach, but it's not suitable for my needs. The cloner must be set to random in my case.
Let's suppose you want to spread some drops over a can, and we want each drop to have its own distortion in order to bring naturalness. A single half sphere spread out with a deformer acting individually on each clone would be enough.Is it possible to achieve that on a per mesh level?
Thanks
Ricardo -
Thanks for the extra information, Ricardo 4D,
Here is an updated example.
The positioning is based on the Matrix. This information is "piped" into the Cloner. So, we have different deformations and an independent way to position those.Is this working for you?
Cheers
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Beautiful! I'll dig into the inheritance effector, not familiar with it yet.
Mograph is so powerful and can offer so many possibilities, just fascinating. I'm still taking my first steps and really appreciate your help.Cheers!
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You're very welcome, Ricardo 4d,
My favorite tip for MoGraph (or anything related to Cinema 4D) is to explore the information flow. This will give you the most solid idea of how to think about any setup. What data is produced and flows to something else, like the Inheritance Effector, is this data flow enabler.
Enjoy
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Hi Sassi,
Yes, it definitely plays a major role here. Thanks for the advice.
I just want to share some points with our colleagues that I think they can bump into.
1- You have to dose the amount of clones and matrices once ir doesn't do the math automatically, especially when you have some other effector like push apart or plain in order to control the spread. I notice one matrix can hold more than one clone.
2- Also, it seems it only works with Instance mode; it didn't work with Multi-instance.
Is it possible to use this technique with RS Matrix? I think it is much faster when dealing with many copies.
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Hi Ricardo 4D,
1
Yes, the Push Apart can lower the number of visible Clones; when set to Hide, use scale for drops when the number should be the same. I'm not clear what you mean by many clones per Matrix. Do you have an example file?2
I provided a simple "Blend" setup in the first example above. When you copy the Cloner and make that new Cloner editable (c), each individually created Clone will be a single object. These objects need to be placed in the Particle list of the RS Object, here the Custom Objects.
You have either individual clones or Instances. Instances do not have the luxury of being individual.All the best
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What I meant is that if the numbers of clones are greater than the matrices, the clones will start to overlap each other. So, you have to have the same amount for both. Sorry for the confusion.
Thanks for the RS setup. We must make the clones editable in order to add them to the particles tab in RS tag. Clear!
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Thank you, Ricardo 4D.
My best wished for the Project!
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Hi Sassi,
I'm struggling with some properties on smaller scale objects. Matrices are too big, and if I scale them down, once the cloner inherits its scale, the clones go too tiny.
How do I scale down the matrices while keeping the clones size?Please take a look at the attached example.
Thanks mate
Ricardo -
Hi Ricardo 4D,
If you need to see the Matrix, you can set it to Attribute Manager> Basics> X-Ray. (The project scale could be different, but that might throw off your whole project.)
Why do you need to see the Matrix Object at all? The Cloner provides the results.
You could set the Matrix to not visible.I'm not clear if you would like to use the Matrix as a Particle source; let me know if that is the case.
One tip: do not place effectors below the Cloner/Matrix. They will take the place of a clone. Effectors are always above the Cloner that is using it (not as a parent)
All the best
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Hi, sorry for my delay.
Since the effectors are guiding the Matrix I found it more convenient to be guided by them. At the same time these giant blocks are uncomfortable, I thought it was possible to make them smaller without compromising the scale of the clones.
The only reason I'm using Matrix is because the cloner can randomize the copies with procedural noise inheriting the matrices distribution, like in the examples above you gave me.
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Thanks for the reply, Ricardo 4D,
There is no need for any sorry at all. I was in a meeting down in Hollywood today anyway, so I finally catch up with the forum tonight.
As I mentioned, the scene scale normally takes care of that. While I see that a display-only scale of these little cubes would make things more comfortable, I will explore it more and write a report.
Here is a workaround. As you can see, I have set the Matrix Transform Scale to 0.01, while I introduced a Scale for the Cloner with a Plain effector (placed on the end) with a scale 100. Please test this, as I'm currently unclear if you use the Cloner only as a demo to show what you want or the final setup (vs. an RS 3D Particle setup.)
One group is set up normally, one with the scale down/up pipeline.
Would a random position for the Matrix and a Random Scale solution for the Cloner work? Just a thought, as you can check off the Scale option of the Inheritance effector.
Either way, I have shared below a texture-based sketch of how I would do it. It might need refinement for the final use, but I hope the idea comes through for use with a can.
https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2024_PROJECTS_DRS/20240123_CV4_2024_drs_24_RSwd_21.zip
I have not included the HDRi, as it is from the Asset Browser.
All the best
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Hi Sassi,
I really appreciate all your efforts. I'll have a closer look at it.
I'll Let you know soon.Have a great day.
Ricardo -
Thank you very much, Ricardo.
You're very welcome!Have a great day as well