@Dr-Sassi I just loaded the file and ensured the texture was located and rendered. IPR, RS Render View. No drips.
Posts made by GregBollella
-
RE: Dripping Stains On Cloner
-
RE: Dripping Stains On Cloner
@Dr-Sassi said in Dripping Stains On Cloner:
Hi Greg,
I reviewed your file. Is there any specific reason to keep it as a MoGraph Cloner setup? The problems seem not to have any effect.
In your example file I see this clearly as the patterns in the texture are independent of the boundries between the stones. In my artistic opinion this is sufficient for games but not for the effect I wish to convey in my work. I believe the the human eye-mind can discern such non-physical texturing even if our conscious minds are aware of the artificiallity I use MoGraph so I can have control on how the texture is applied to each stone. To do something similar with a single object one would have to fall-back on UVs, which for this object might be challenging. Of course, Tri-Planer won't help.
Using a Fracture object on the single object of the stones I can, using Integer User and Jitter nodes create variations for each individual stone by a Color Correct node but we still have the problem with the texture.
To solve the texture issue I would have to create UVs for each stone... then adjust the offset, scale, and rotation of each with IUD+Jitter. In this case to get reasonable resolution a lot of UDIMs would be necessary. I tried the Cinema internal automated UV creation algorithm but the process seemed to hang at 96% .. I let it run for a dozen minutes or so.
Greg
-
RE: Dripping Stains On Cloner
@Dr-Sassi I cannot get the drips to appear in a render. Not sure what's wrong. Tried a lot of things.
G -
RE: Dripping Stains On Cloner
@Dr-Sassi Maybe try this file again? It's only 994 KB and a few mesh objects and three cloners.
-
RE: Dripping Stains On Cloner
@Dr-Sassi Thanks Dr. Sassi!
Yes, the stones of the lighthouse are render instances.
I had thought of using real geometry as a stand-in for the surface of the stones. I keep thinking about how to do this. It's pretty straightforward in Substance painter if one is working with a mesh object and good UVs.
Cheers,
Greg -
Dripping Stains On Cloner
Hi,
I have two sets of clones that are in close physical proximity and I would like to find a way to (procedural, hopefully, but the area is small enough that manual painting would be ok) create a map that can be used to mimic stains from dripping water. In the attached project file there is a lighthouse body and some supports at the top for the superstructure. From each support I'd like to see a stain from water dripping down off the vertical bean of the supports.
- There are too many clones in the lighthouse to consider creating a single mesh object, system bogs down.
- I've tried a Vertex Map (and xpVertexMap) but it doesn't seem to work on the surface of the clones.
- I've tried the RS AO node and got some interesting results around the edges of the supports but not dripping.
- I've used the RS State node to create, with noises set to 'World', random grunge that gets darker near the bottom but wouldn't know how, if possible, to constrain it to the areas for the drips.
Here's the file:
[LightHouseForCineversity-Jul24.c4d] (error)
-
RE: Cut Openings in a Set of Clones (Multi-Instance)
@Dr-Sassi Ah, Yes. I see it now. Great to know this setup!
Thanks so much, as always!Greg
-
RE: Cut Openings in a Set of Clones (Multi-Instance)
@Dr-Sassi Wow. Super clever! It'll take me a while to understand how you fit the pieces together.
Cheers and Thanks,
Greg -
Cut Openings in a Set of Clones (Multi-Instance)
Suppose I have cloned a block into the shape of a lighthouse body. Now I want to cut openings into the result for windows and doors. How would it be best to do this?
Sample file attached.
Thanks,
Greg -
RE: Int User Data/Jitter/Cloner Heirarchy/Multi-Instance
@Dr-Sassi Here's another method I found working with folks on other forums. More procedural I think. Good control. Using 'Instance' only for a low-poly plane all the higher-poly objects are 'Multi-Instanced'. I have implemented this in the original scene and it works well.
Cheers,
Greg -
Int User Data/Jitter/Cloner Heirarchy/Multi-Instance
I have a hierarchy of two cloners. (I can't see how to get the arrangement I need with just a single cloner). I want to use a Integer User Data node (or possibly some other User node) in the RS node graph to drive a Jitter node to create unique (color, ints, floats) for each clone. I have this working ok with the cloners use Instance mode. However, the scene has a lot of geometry and I would like to use Multi-Instance mode in the cloners. Also, I would greatly prefer to have a single material applied to the complete hierarchy.
Here's a simple project file showing the Cloner hierarchy and how I get the unique values when the cloners use Instance mode.
-
RE: Don't Want Frame Number in Saved Filename When Using Picture Viewer
@Dr-Sassi Hi Dr. Sassi!
Interesting response. On further investigation, I noticed in the Picture Viewer in the 'File' pull-down the 'Save as' options gives one the choice of a 'Type' of which 'Still Image' is one and when it is selected the filename template stuff is greyed out. So, it's just something RS didn't include in it's render settings.
And, Yes, I could just manually save the file but I do depend on auto-saving when the render is complete because I'm not always around when it finishes.
I will make a suggestion as you said.
Cheers,
Greg -
Don't Want Frame Number in Saved Filename When Using Picture Viewer
I know this is a nit, but it is annoying. When I set up the filename to be saved in the Redshift render settings with a file-type of OpenEXR the choices I get for the filename template all seem to include the frame number. Most of my work is producing still images and so I have to manually rename saved files.
Yeah, I could just ignore the added frame number, but, ....
Thanks,
Greg -
RE: Material Spanning All Clones
@Dr-Sassi I don't really understand v3. I would appreciate a bit more explanation, iydm.
Greg
-
RE: Material Spanning All Clones
@Dr-Sassi Thanks Dr. Sassi!
In the second option if I wanted to use the texture in a Redshift Node Material what would that workflow look like?
Greg -
RE: Material Spanning All Clones
@Dr-Sassi Continuing on this theme suppose I have a grayscale texture and set the tag for a flat projection over a group of clones, similar to what you showed in RSdi_01 above, but with two differences.
-
The texture instead of the noise.
-
Have the 0 - 1 values of the texture change a parameter of the 'color' of the underlying clones, say the saturation. Black in the texture should then cause a saturation of 0 and white of 1.
Thanks,
Greg -
-
RE: Material/Color Blending Single Mesh
@Dr-Sassi I hope you will excuse me, sitting here with my mouth agape in total awe!
WOW!
I am flabbergasted :)... I would have never thought of a workflow so clever, interesting, and useful!
Thanks so much !!
Greg
-
RE: Material/Color Blending Single Mesh
@Dr-Sassi Thanks Dr Sassi!
I am beginning to understand the two files but still have some work to do.
A follow-on question:
Is there a way, and I think this is unlikely but 'hope springs eternal :)', to preserve the vertex tags with their colors and fields (from example two) if I were to apply the following to the two objects: Volume Builder, Volume Mesher, and Remesh? Unlikely since the original vertexes of the original two objects do not exist in the output of the Remesh.
I am looking for some solution so that the blending is procedural. The objects I am working with are complex and intersect in many areas so painting is not the best option.
Thanks,
Greg -
Material/Color Blending Single Mesh
If I have a single mesh object and I would like to apply different colors to various parts but would like the colors to blend where they meet. Below a link to a file with just one mesh. Suppose I want the two cylinders and the cube to each be a different color but to have those colors blend in a nice gradient in the large fillets.
I've tried vertex maps and polygon selections but cannot find any good solutions.
Thanks,
Greghttps://www.dropbox.com/scl/fi/ufqef4yo9i0zllpobr2st/AAAColorBlend-Mar24.c4d?rlkey=ulxjwqf3zdi3tip37ig1acg7h&dl=0
-
RE: Packing Flooring Boards
Ok, done. Sorry for the confusion. I guess I thought that you don't want to discuss or have actual code here. I understand now your intent!
Cheers,
Greg