Good idea. While, it doesn't necessarily present itself as a bug, perhaps it's an efficiency aspect which could be improved, in the future.
Latest posts made by entry-newspaper
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RE: Vertex Maps Slowing Down Viewport
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RE: Vertex Maps Slowing Down Viewport
Hi, Dr. Sassi.
Thanks for the suggestions / questions.
Unfortunately, I really can't get around the direct use of the "live" vertex maps, on the active objects. There is simply far too much direct control over the RS materials, to do anything else.
Over the weekend, I tested different ways to actually construct those vertex maps; some using freeze objects, others, directly linked to the polygon tags, etc.
Ultimately, no real difference in performance. Interestingly, the performance hit comes when the actual objects (with the vertex tags) are animated. When those are static, and only the camera moves, it's as fast as can be.
So, clearly, there is something "under the hood" with the way Cinema processes vertex maps, when motion is involved. -
Vertex Maps Slowing Down Viewport
I already just posted one question, regarding the creation and modification of vertex maps.
However, I'm finding that regardless of that, I'm still encountering extreme viewport performance degradation, directly related to my objects' vertex maps.So...is there any way to optimize such maps, or more realistically, a way to only have them active at render-time?
I'm only using them for material creations; not for deformations, nor other FX. So, they only need to be active when RS needs to render a frame.Does this question even make any sense?
Thanks.
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Adding Polygons to Existing Vertex Map?
Morning!
Note: I posted this identical question, over on the Maxon RedShift General Forum.
This isn't entirely a RS question, however, my RS material specifically relies on using many Vertex Attribute nodes, so there is an important corollary.
I've noticed that if I drag a polygon selection tag, into an existing vertex map field, the resultant "variable tag" absolutely chokes the viewport performance. There must be some horribly inefficient process C4D is using, to generate the vertex map from the polygon selection, in realtime. However, if I simply highlight those same polygons, then generate a new vertex map, there is no more slowdown in performance.Does this make sense to anyone else?
So, is there a way to add polygon selections to an existing vertex map, without having to just drag the polygon selection tag into the vertex fields?
Thanks!
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RE: Particles Collision Issue
Great. Thanks, as always, Dr. Sassi. I'll run through your notes, and your new scene, to see whether I can get a handle on the situation. Ultimately, I may just have to forge ahead, and just deal with masking the problem areas in AE, given the deadlines on the work. Then, I can try to learn more about this, after.
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RE: Particles Collision Issue
Thanks, Dr. Sassi. I see what you did, and that might otherwise work. However, in the actual scene in my project, the camera is trained at the sphere, so I can't quite get away with just blowing those unwanted particles to the left.
It seems like they're getting "captured" inside the collider object. So, I'm still trying to figure out what's causing that to happen. -
Particles Collision Issue
Good morning!
I've attached a simplified scene, with a basic (C4D) particles simulation.
I'm having a devil of a time, preventing the particles from "collecting" on my collider object (sphere) at the end of the animation, when the sphere accelerates. The attached screen caps highlight those errant particles.
As it stands, I have the "collision iterations" in the collide modifier set to 10. I also have the scene "substeps" set to 10.
But those settings don't seem to be preventing the issue. Further, when I grossly exaggerate those settings, for instance, 20 units for each parameter, it still doesn't seem to help. But it sure does choke down there performance of the sim, to an unacceptable level.So, are there other settings that which I'm unaware, that might help solve this? Or some other modifier trick, that will simply work around that?
Thanks!
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RE: Particles Attract to Vertex Map?
Thanks, as always, Dr. Sassi.
I rather figured there wasn't a (at least as of yet) direct way to do this sort of effect.
Noseman's example you reference, certainly is interesting. However, by the time I would rig everything up in my actual project, it's like the same amount of labor as what I'm currently doing: Emitting from the vertex map, caching, then reverse time mapping the alembic file.
I did experiment with some splines, to direct the motion, but ultimately those only deal with the distant particles. But I need great fidelity at the point that which those particles "land" on the surface of the object, as those have to perfectly match the vertex map - which is also controlling the RS shader material and displacement. -
Particles Attract to Vertex Map?
Hi,
I'm wondering whether there is any combination of (new) C4D Particles tools / modifiers, which might allow particles emitted from a separate source, to be attracted to the mesh of an object, based on a vertex map?
I know the technique for generating particles, with a mesh emitter, and using the vertex map to control the location of the emission. But there doesn't appear to be any (obvious) method to do the reverse.My attached scene is set up with what would seem like the basics, and the minimum number of controls; but the closest I get is to just attract / stick the emitted particles to the object mesh, but with no regard for where precisely. The Surface Attract and Stick external modifiers have no provision to input a vertex map or polygon selection. So it's clearly something which would have to involve more complex math or conditional modifiers...even it is even possible at all.
Thanks!
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RE: Exclude Particle Forces from Objects?
Great, thanks. I'll test those options, further. I initally did try to employ the Simulation Scene, because it seemed logical. But for some reason, my results still seemed off. But I'm sure it's because I was just rushing to test things, and didn't pay close enough attention.