Not sure what plug you intend to use, to generate the particles. But couldn't you drive that emission, with a luminance-based texture? If you apply a pure white material, to the boolean "B" object, and have it subtract from "A". Something like XP would allow you to drive the emission, with a material, so if you simply made everything else luma-black, then maybe that would work?
Posts made by entry-newspaper
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RE: Boole object animated intersection edge
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RE: Vertex Maps & Mograph
Thank you, for this additional exploration, Dr. Sassi!
I'll study this new project file, and see what I can learn. -
RE: Vertex Maps & Mograph
Hey Dr. Sassi,
Thanks so much! And I apologize! I completely goofed-up; that sample C4D file wasn't even the right one. I think I trashed the MoGraph one I had, from a few days ago.
That being said, until I can prepare another project, do you know whether there are any limitations with vertex maps applied to MoG clones?Yes, indeed, I'm here in the U.S. & I will enjoy a little rest, thank you very much!
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Vertex Maps & Mograph
I posted this same question, over on the Redshift general help forum. But it's likely more of a Cinema-specific problem.
I'm trying to set up an animation, where I will have multiple objects, controlled with MoGraph. I would then generate vertex maps, where those objects eventually intersect one-another. That resultant vector information would then get ported into a RS shader. But I'm not sure that MoG will recognize the vector maps, or visa versa.Sample scene, attached.
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RE: Bake Texture from Geometry?
Hey, thanks for the explanation, and the example scenes.
That lack of "source" makes perfect sense. I suppose, I was excitedly hoping that the projection onto a flat surface would be a magic solution for creating custom 3D textures. Alas, too good to be true... -
Bake Texture from Geometry?
Hi all:
I was following Polygonpen's great tutorial on modeling and baking tile-able textures: https://www.youtube.com/watch?v=QrOGAOCBt2gI can successfully generate the normal map, exactly as he does. However, I'm struggling to find a way to output (for instance) an AO pass. I'm attaching my example scene, with the way I have things set up. Can anyone have a look, and see what I'm doing wrong? Or, is it just not possible to bake an ambient occlusion pass this way?
Thank you!
P.S. In order to keep the C4D file small enough to post, I had to delete the converted polygon object; so you'll simply have to convert the simple MoGraph object to polygons on your end.
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RE: Dumb C4D Update Question
Dr. Sassi,
Thank you for the detailed, and thoughtful response. I'll follow-up with Maxon Support, for more granular technical help, with the upgrade process.
Cheers!
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RE: Dumb C4D Update Question
Thanks, Dr. Sassi.
I just downloaded the 2023.2.2 Offline Installer (so that answers my first question, regarding the version).
However, before I proceed, I'm still trying to understand whether this will install a whole new version of Cinema? Or will this installer simply updated my existing version of 2023.2.0 - along with all of my prefs, plugs, etc.Thanks!
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Dumb C4D Update Question
I apologize, if this subject is already clearly covered.
I'm rather new to the current operations of Maxon One.
Previously, with the perpetual versions (my last being R19) I would simply follow the in-app prompts for updates. Easy.
But I'm not clear what the best route is, with the Maxon One app:First, It's currently telling me there is an update to Cinema 4D 2023.2.0
However, I'm seemingly already running 2023.2.0Secondly, in the case of Redshift, I was instructed my the Maxon RS forum moderators, to NOT update via the Maxon One app, but instead download the current RS build, and install that way.
So, what is the best practice for staying current with C4D?
Thank you!
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RE: Delete Duplicate Materials Doesn't Work!
Hey thanks. I'm glad it's not just on my end!
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Delete Duplicate Materials Doesn't Work!
When I try and utilize the "Delete Duplicate Materials" function, nothing happens!
The "Delete Unused Materials" works.
Any idea what might be going on?
This applies to Standard, Physical & RS. -
RE: Parametric "Airflow" Over Object Surface
Thanks, for looking into that anomaly, further. I'm glad it's not just me.
P.S. I also ran the same test file, that which I sent you, in my version of R19, and it also failed to work with just the one Connect Object. So, it looks like it's been that way for quite some time. -
RE: Parametric "Airflow" Over Object Surface
@Dr-Sassi said in Parametric "Airflow" Over Object Surface:
Thanks for the file, entry-newspaper.
Try the MoGraph Fracture object instead of the Connect Object. I have tested it quickly and rendered it. I have no idea about your complete setup, so please test this carefully. (Perhaps test Multi-Instance as well.)
My best wishes for your project
That works! Thanks. I would have never thought to try the MoG Fracture object.
Again, not a monumental issue, in this case, but always good to know, for more demanding situations.But any idea why the regular Connect Object won't work?
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RE: Parametric "Airflow" Over Object Surface
Hey Dr. Sassi,
I've set things up, per your great spline projection idea, and I've got a Mograph system under construction. It's not a huge deal, but I'm trying to combine the "top" & "bottom" splines, with a Connect Generator, then add that to the MoG Cloner (Object mode).
But nothing happens. If I drag the top or bottom splines into the MoG cloner object, it works. Just not via the Connect. Shouldn't that work? That's the primary point of that generator, right?I'm attaching a simple project, to illustrate.
Thanks!
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RE: Parametric "Airflow" Over Object Surface
Dr. Sassi,
Thanks, again. Last night, I really dug into that volume builder / projected lines approach.
As much as some of the final spline paths are "baked" into position, it is really a simple matter to keep a "master" project, with the raw building components. Just like you're indicating.
The absolute beauty of the C4D volume building system, is that it's a quick and painless task to just replace the meshed (CAD) model, with any other, and still achieve consistent results.
Cheers! -
RE: Parametric "Airflow" Over Object Surface
Wow! Thanks for taking the time to put together those concepts. Way above and beyond.
I'm still experimenting, trying to find a way to deform the "flow" splines, non-destructively. This is mostly due to the eventual number of shapes, that which I'll have to deal with.
However, assuming that I eventually have to do a little more specific work, per object, your (01) project really is an elegant solution. -
Parametric "Airflow" Over Object Surface
I'm looking for a simple solution, to create motion over the surface of various objects. (Think, car bodies.)
I don't want to use particle systems - doesn't need to be that complex.
I want to keep everything parametric - fully editable. That's because there will be multiple objects, that which the airflow effect has to happen.Most directly, I'm trying to find a way to deform splines, around the surface of the object(s), and then I can employ simple solutions, like Spline Wrap, to move whatever I want, along those paths.
I'm trying to find the right tool / deformer.
Can anyone suggest something?
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RE: No Title or Action Safe Lines?
I'll follow-up with the ticket submission, thanks.
As for the viewport preferences, I can only assume those are fine. I'm not sure what all the options are, but it recognizes my GPU (M1 Ultra) etc. -
RE: No Title or Action Safe Lines?
![Screenshot 2023-07-26 at 10.17.41 AM copy.jpg](Image dimensions are too big)
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RE: No Title or Action Safe Lines?
Hey, thanks for that test project.
Unfortunately, no safe lines.
(I'm trying to attach a screen grab, but no matter how small I make it, I keep getting the "dimensions are too big" warning.)