The distance tweak works perfectly, thanks so much for your help!
Posts made by atomician
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RE: Connected track links bug - chain-like simulation issue.
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Connected track links bug - chain-like simulation issue.
Please help, I'm trying to build a simulated track, similar to the chain simulation in the Cinema 4D help menu.
I've got it all almost there but I'm getting a weird issue - when I play the simulation, a single link flies off into the distance, and it seems to break the connector. All the other links work fine and collide as expected.
Here's my project:
Track Links v2.c4dAs you can see, I'm cloning the links onto a circle and so they should all be identical clones and positioning - I can't work out why this single link doesn't work! I've play around with the substeps, segments and interpolation of different objects, but there's no difference.
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RE: How to recreate a proximal shader effect in Redshift?
Thanks Dr. Sassi! That looks interesting, I'm going to be playing around with this today to see if I can get it to work on my scenes!
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How to recreate a proximal shader effect in Redshift?
Hello, just as the title says, I want to create something like a proximal shader in Redshift. I want to effectively mask out parts of my models using masks as an alpha shader.
It would be a bonus to be able to use fields instead of a point for the shader. I know how to use vertex maps + fields to achieve a similar effect, but there is a key issue with this method:
For this method to work, the Vertex map tag needs to be added onto every single item that you want it to affect. If I add the vertex map to a top group / null in a hierachy, it only affects the actual object, not the children. The issue being:
- I'm working with large models, in excess of 100,000 items. It's not practical to manage vertex tags on them all.
- I'm working with a lot of xRefs where parts are imported from other projects. Any modifications to xRefs are lost when re-opening a project, including any tags I add.
The bonus with the proximal shader is that it only applied to materials. I could define the proximal origin as a null, create the proximal shader in the alpha channel, and copy it to all materials. Then using the the point, I could mask out areas of my scene.
Any thoughts please people?
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Redshift Ramp Node - UV mapping issue
Hello there,
I'm having a problem mapping a simple gradient ramp onto standard cube using default UV maps. I'll run through what I'm doing, would really appreciate help with this!
Here's the project that I discuss below: Gradient Ramp UV Mapping.c4d
Step 1: Open a new project with nothing in it, no materials or assets.
Step 2: Create a simple redshift material, add a "Ramp" node, connect it to the color input.
Step 3: Drag the material onto the cube. Keep the default UV mapping.
The result looks like this:
However, I would expect the cube to have the gradient showing on all sides, using these very basic default settings. I have played around a lot now with lots of different options. Things I've tried without any success:
- Using a scalar ramp node instead of ramp. Didn't expect it to work to be fair.
- Changing material projection to Cubic. No change.
- Add a triplanar node between ramp and material in node editor.
- Changing tiling and offset options on material
- In rendering settings > Redshift > System > Legacy have changed the "Material Processing Mode" and the "Texture Projections" Settings
- On the Ramp node, changing the "Source" and "Mapping" settings.
- Watched some gradient tutorials online. One from greyscale gorilla is great, but when I follow it, it doesn't work for me.
- Making cube editable. Also then tried dragging the UVW map into the Texture Space field on the ramp node.
What am I missing? It is something completely obvious?
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RE: How do I repeat a ramp pattern on an object using the texture node?
Ah, need to set the gradient interpolation to Linear of course!
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RE: Material projection issues
Hello Dr. Sassi, thanks very much for your answer, really appreciate that! Works perfectly now
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RE: How do I repeat a ramp pattern on an object using the texture node?
This is good, but I do find that this method doesn't produce a consistent pattern - in my case the repeated gradients in the middle are smaller then the ones on the ege of the texture.
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RE: Material projection issues
I want to apply a redshift material to a lot of objects, but rotate the texture for each object to a unique position.
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Material projection issues
Hello all,
I'm struggling with material projection in C4D 2025 + Redshift.
Please see my test project, I create a simple redshift material, add a Maxon noise for the color, and I've applied 4 different projections to the cylinders. In the view panel they look right:
But in the IPR viewer, they look identical:
Why doesn't the maxon noise respect the projection? If I change material coordinates, for example to into Texture Mode and rotate a material that uses cylindrical projection, this updates in the view panel, but the render shows no change. How can I get the render to reflect the correct projection?
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RE: in 2025, can you no longer use metaball with emitters or cloners?
Nice! I knew about the legacy emitter but I wanted to see if it still worked on the new type! Thank you for your example project, that really helps!
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RE: Redshift OCIO issue
I had some weird color management issues with redshift initially, but set these settings on my default project and it's been ok since. I have a default project that opens up whenever I create a new project in C4D.
You can change the default startup project by going to Edit > Preferences > Files and amending the settings here: -
Is it possible to use metaball in a cloner simulation?
in C4D 2025, I can drop a sphere onto a cloner onto a metaball:
(sorry if the images are blurry, this site only seems to allow low res images? I tried an 800px image, 20kb in size and it was "too big")
Anyway with metaball activated, I can generate nice blobs.
However, what if I want to animate the blobs? I have tried adding both soft both and hard body tags to the metaball generator, the sphere and the cloner, nothing seems to work - I want them to move freely and independently, forming blobs as they meet each other.
Any ideas?
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in 2025, can you no longer use metaball with emitters or cloners?
In version 2023, I can drop an emitter onto a metaball generator, and it "metaballifies" the emitted objects.
If I something similar in the new particle system in 2025, it doesn't work:. Here, I add the emitter and particle group as a child of metaball.
and here I also add the cloner as a child of a metaball:
I know I can create a legacy emitter, but surprised that metaball no longer works with emitters - I used to be able to create some interesting effects. Would be interested to know if there's a go-forward plan to allow metaball and emitters to work together?