For some reason I can't upload the bunch of eggs scene, but it was exactly like the bunch of spheres file, but with eggs instead.
Latest posts made by jakob-wagner
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RE: Using custom geometry with rigid body as particles
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Using custom geometry with rigid body as particles
Hi
I'm trying to create a specific setup with the particles system in C4D:
- A particle system creates a bunch of particles with a velocity.
- The particles shape is one or more different custom objects/geometries. Not spheres.
- The objects will inherit the velocity of the particle, but then physics simulation takes over.
- The objects falls and lands and comes to rest. The collision cage is not a sphere, but fits the custom geometry.
I can't find a setup that will simulate correctly. I have tried to create a particle system which is then being used by a cloner, but I get the following problems:
- The objects penetrate the colliders and the other objects. They suddenly jumps (like popcorn) at random times. Probably because the intersect with the collider geometry.
- The seem to keep sliding. Perhaps following the original particle a little bit?
I've attached the following files:
test particles.c4d - a test setup of the described attempt.
bunch of eggs.c4d/bunch of spheres.c4d - a test with a lot of eggs or spheres, but no particles.The "bunch of eggs.c4d" file is to test the collisions. Although I don't think that is the only problem, a lot of my problems have to do with that. In these two simple files I get a lot of penetration between the colliders and the eggs. I don't get the same problem with the file with the spheres.
I have tried to give it a lot more substeps/iteration/passes but no luck. I have also tried to set "Collision Shapes" to a higher value. No change. That brings me to another question; is it possible to see the autogenerated collision cage generated?Sorry for the long post, any help is greatly appreciated.
test particles.c4d
bunch of spheres.c4dThanks,
Jakob -
RE: Add nested port in C4D 2025.1
Of course.
I have some node experience from Houdini, Substance designer and Fusion. But I also have a lot of coding experience, which come in handy when working with nodes.
I usually just find some basic tutorials like the one discussed here to learn the basic principles of the system. After/along with that understanding the datatypes that is send through and how to get the data from them i find important. Once I get that overall understanding I start to dive into the different nodes. The general idea with the different node systems are somewhat the same. But they always have some special ideas and tricks to make things easier for the user. It takes a bit of time to figure all that out by reading the manual, so any tutorials are very welcome. Maybe I'll do a few my self once I got it figured out. -
RE: Add nested port in C4D 2025.1
@Dr-Sassi Thank you, that helped. I've been holding out for a couple of years, as you said things have been changing often. But I thought now was a good time to get into it. I really think it will add a ton of value to my workflow, so I'm exited to learn more.
I got it working now. Posting this solution for others who may find it. For the top Get Element I set Index to 0, for the other I set Index to 1.
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Add nested port in C4D 2025.1
Hi
I'm trying to complete this tutorial: https://youtu.be/F82AuduoN_g?si=FCvTrKewkTWlv5Yx&t=165
But at 2:46 when he adds a nested port to the Obejct Group Input, I can't replicate it in C4D 2025. How do I create a nested port in this version?Thanks,
Jakob -
RE: Scaling up clones with effector and have them collide
@Dr-Sassi Thank you. Yes, that'll work.
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Scaling up clones with effector and have them collide
Hi
I have a super simple test setup. I have a linear cloner and an effector with a linear falloff. The effector scales the clones up. The cloner have the rigid body tag, so the clones should be dynamic. There are no gravity in the scene.
My plan was that as they scaled up, they would collide with each other, and push each other apart. My actual setup have objects of many different shapes, so I can't simply use the push apart effector.This must be possible, what am I missing?
test grow and collide.c4dThanks,
Jakob Wagner -
RE: Cloner fails in render and sometimes viewport too
@Dr-Sassi Thank you. That was it. My renders are now looking as expected. Appreciate it!
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RE: Cloner fails in render and sometimes viewport too
@Dr-Sassi It feels like there is a bug somewhere. I tried to rebuild it in another file from scratch. Now it seems to work. Unless I activate motion blur. Then it gives me the errors again. The rings will be blurred but the tube will not. I have enabled deformation blur.