Thank you, Dr. Sassi.
I'll study these two projects, so I can incorporate the best method into the final project.
Have a pleasant weekend.
Posts made by entry-newspaper
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RE: Quick Mograph Question
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Quick Mograph Question
Morning,
Please see attached project and (very general) example[radial mograph issue reference.
I'm creating a radial design with Mograph, and want to add randomness to the "tics".
But I'm not sure how to go about this, because if I add the "random" effector to the primary Cloner Object, it affects each subsequently cloned line identically. But if I apply the random to the secondary cloner object, the whole thing goes nuts.I'm sure I'm just missing a simple setting or procedure, but it must be too early for my brain to handle this, yet.
Thanks!
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RE: UVW Tag Transfer Function Slow
Hey, so sorry, Dr. Sassi. My original post is nearly worthlessly vague. I'll see whether I can find a minute to create a simpler proxy scene, so you can see precisely what I'm trying to accomplish.
But quickly, it's an animated effect, whereby I'm sort of turning the CAD part into a liquid-type shape, ultimately resolving in the shape of the original CAD piece. So the UV transfer has to deal with a frame-by-frame evolution of the volume / mesh builder.
More to come... -
UVW Tag Transfer Function Slow
I'm working on a possible effect, where I'm building on a CAD part, via the volume builder and mesher.
All fine!
However, the original CAD part is already carefully UVW mapped. I've found that the "Transfer" function works really well, transferring those original UV coordinates to the meshed object.
However...it's exceptionally slow / laggy. So much so, that I'm not sure I'd want to risk trying to render something like this.I can't exaclty post the actual project, being that it has client CAD at its core.
But in general, is it expected that transferring UV's from a simple shape, to a more complex meshed shape, will slow down?
(I kind of figure it should...)Thanks!
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RE: Project Outline of Complex Object?
Thanks, Dr. Sassi.
Too bad, there isn't a ready solution, but at least it's not because I'm missing something.
I was hoping for a parametric solution, but have figured that I can export plan views out of one of my CAD apps, into illustrator. Then, from there, into C4D and go about my business.Cheers!
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Project Outline of Complex Object?
I'm struggling to figure out which tool, if any, can project the outline of a 3D shape, onto another surface?
I understand the "Project Object" tool can do something similar, but in all my tests, it (essentially) just moves every single point / polygon / edge to the other surface. But I ONLY want the spline outline, of that resultant shape.Any ideas?
Thank you!
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RE: Transfer UVW from one object to another???
Exactly. Thanks, Dr. Sassi.
Such a great tool, which I have never used or thought of using, until now.
Enjoy your time off, and have a great 4th of July. -
RE: Transfer UVW from one object to another???
Never mind! Found the video; it was Chris Schmidt's (always excellent) roundup of new features from C4D 2024.4.
The tool is the "Property Transfer Manager" and it's buried in the "Character" tab. I never thought to look there.
In any event, it seems to do exactly what I need. -
Transfer UVW from one object to another???
I'm positive I had watched a Maxon video, from one of your contributor experts, and they detailed how you can transfer a UV map from one object, to another similar one. But I can't find it now.
I need to do precisely this. I have the same object; one version is very-high poly, the other very low.
I unwrapped the UV's on the low one, because the results are very good. But I need to use that on the high-poly model, for final texturing.How does one do this?
Thanks!
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RE: Generate Spline from Boole?
Yeah, absolutely. I see the inherent complexity in something like that. I'll be able to really test your solution on an actual work project this coming week. So I can report back, depending on what I wind up doing.
Have a great weekend!
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RE: Generate Spline from Boole?
Wow, cool. Thanks, Dr. Sassi. I'm studying the key aspects of what you built, so I can understand more of what the operations are. Initially, it does look like the operation is generating individual polygon edges > splines and that's what you used to drive the eventual sweep.
So it's not necessarily one single spline, but many. So I might not be able (for instance) navigate an object / light around those pieces with something like the align to spline function. But overall, this still seems like a very solid option for other effects.Cheers!
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Generate Spline from Boole?
Good morning!
I'm wondering whether there is any method, to generate a parametric spline from a boolean of solid objects?
I've attached the simplest of scenes, for example. In it the figure is being cut away by a cube. I would like to be able to generate a spline outline of that red region. I would then use that spline for other effects; generate particles, sweep with other geometry, etc.Simple enough as a still...but not if the cube is animated.
Is there a function or series of functions, which can accomplish something like this?
Thanks
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RE: Getting Started with Object Nodes
Thank you, very much, Dr. Sassi.
I'm studying your invention, and I'll see what I can gain from your generous investment of time. -
RE: Getting Started with Object Nodes
Being that I still need to find a solution for a current job. Maybe I can pivot this a little. In my example scene, I need to change the shape of the splines & spline mask. One thing I need to do, is soften / chamfer the harder edges; but I need to maintain the parametric nature of the object.
As it stands, the only "chamfer" solution I know for splines, is destructive. I've tried throwing the "smooth" deformer at the splines, as well as the delta mush deformer; but neither seem to have any effect on splines - only polygon objects.Any thoughts, Dr. Sassi?
Cheers!
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RE: Getting Started with Object Nodes
Thanks, Dr. Sassi. I'll watch that video, in its entirety. Once I get through the job that required figuring something like this out...
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Getting Started with Object Nodes
Hey,
I'm dipping my toe (barely) into object node creation. I'm wondering what the steps might be, to recreate the parametric shape in my attached scene, as nodes. Right off the bat, I didn't see any obvious node for MoGraph; so not sure whether that is simply not available in that method of object creation? Is there another node / combination of nodes, which afford similar features as MoGraph?
Thanks, for any initial guidance.
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RE: C4D Native Particles Banding Issue
Dr. Sassi, thank you so much, as always, for your efforts.
I worked around the issue, to get through my deadline. But I haven't solved the actual problem; which I believe may be somewhat related to the actual geometry object, which is acting as the surface emitter.
I'm attempting to build a version of that project, with a proxy object serving the same purpose, but I'm finding the results are different enough, to likely not warrant the effort.
Complicating matters (as you certainly know) is that the final banding results don't entirely manifest until the whole particle system is cached, and even then, only at final render.
I'll continue to see whether I can create a scenario which illustrates the issue, then I'll post the example project.As a side-note: I've come to find an serious issue between the "sphere instances" and "optimized spheres" as they relate to rendered particles.
When I view the optimized sphere particles through the RS viewport, they appear as expected; just like the sphere instances.
However, upon final render, the optimized spheres tend to have an offset from the emission source, by a noticeable amount of pixels.
I'm aware that the Maxon documentation warns that there may be certain limitations for the optimized spheres, but the fact that the issue only manifests in final render, makes it extremely time-consuming to find.
But this is likely more a Redshift issue, being that it directly relates to their render tag, right? -
RE: C4D Native Particles Banding Issue
Thanks, Dr. Sassi.
I'm moving ahead with a workaround; on deadline right now. I'll circle back, and build it a representative scene, after I finish this. -
C4D Native Particles Banding Issue
Greetings!
I'm encountering some obvious banding, in particles which are emanating from the surface of an object (mesh emitter).
I'm utilizing a Follow Spline modifier, with rather strong settings so that the emitted particles rapidly move away from emitting surface. This, is where I'm getting banding. I've tried the obvious, by radically increasing the simulations / particles / substeps.
But to no avail.
Are there any other critical settings that which I'm unaware, that would affect particle banding?I'm sorry, this is happening in a client project, and I don't have the time to reduce it down to something I can share; but maybe in a little bit I can.
Thank you!
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RE: Vertex Maps Slowing Down Viewport
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.