Wow, I didnt know about the Nodes Spline, very useful! I'm only just getting into scene nodes myself, so many to explore, I'll definitely be using this one!
Thanks again!
Wow, I didnt know about the Nodes Spline, very useful! I'm only just getting into scene nodes myself, so many to explore, I'll definitely be using this one!
Thanks again!
Happy New Year Dr Sassi, hope you had a good one!
Just had a quick question: I'm trying to chamfer a spline in a non-destructive way with the SPLINE CHAMFER scene node.
I can get a single spline chamfer to work on selected points, but I want to add a second spline chamfer to a second set of points so the rounding will be different on those.
Any idea how I can combine 2 chamfer nodes?
I thought placing one after the other would work or possibly using a switch node, but I can figure out how to combine both effects.
Here's my file problem.c4d
Cheers
Cheers, I was thinking of doing that but there will be a lot of pieces so it might take quite a long time. Thought there might be an efector I've overlooked.
Thanks for the project file though, thats definitely a better setup than I had!
Hi Dr Sassi, hope you're enjoying your holiday!
Quick question for when you're back, do you happen to know if it's possible to use an effector to push objects out from a central (or predefined) point?
I'm still working on that globe I sent you earlier, I've managed to cut a few pieces out but I just need to figure out a way to push them out from the center of the globe - I've tried the plain, random and push appart effector but none of them seem to work the way I want, they always move along the wrong axis.
I guess I could use dynamics with an attractor but that's going to add a lot of extra complexity when all I need is for the parts to move out slightly, preferably controllable with fields.
I thought maybe using the target effector might be a way to keep them pointed toward the center but still I dont know a way to push them out from the center.
Here's where I got to anyway: https://we.tl/t-dKm0KSqbEM
Thanks again!
Thats a great idea, probably much smoother edges doing it that way as well. THanks again Dr Sassi, enjoy your week off!
Hi Dr Sassi, do you happen to know if its possible to fracture an object with the voronoi fracture along lines on a map? I need to break a sphere in a particular pattern.
I thought it would be as easy as adding a shader souce with the map, but I cant get it to generate points along those lines, no matter what i do theyre always randomly scattered around.
Here's my file so far https://we.tl/t-UIwZ79cJwc
Thanks again!
This is brilliant, looks way better than mine! Thanks again for that!
Hi Dr Sassi, I'm trying to make a waving flag with the new cloth system, I thought this would be super easy, but I've literally spent all day playing with settings and Im getting nowhere.
No matter what I do I cant seem to create realistic ripples and folds in the cloth, nor can I make it actually look like flag material - it always looks flat and bouncy like rubber.
Ive tried every force but mainly trying to get the look from the wind deformer or extra turbulence fields, all to no avail.
There's loads of tutorials on YouTube showing the effect in the old cloth engine, which while slow to calculate looks so much better.
Is it just that this kind of effect isnt possible with the new engine?
This is the kind of thing Im going for where it actually looks like wind (unlike mine): https://www.storyblocks.com/video/stock/beaver-pa-october-28-2023-a-slow-motion-view-of-a-pow-flag-outside-a-courthouse-348791869
Here's my project file: https://we.tl/t-8x3W3PpuUx
Is there a particular setting thats important to this effect? I even tried increasing drag and lift but it doesnt seem to do anything.
Thanks again!
Forgot to reply here, that worked perfectly! Thanks again!
Thanks for that, hadnt thought of using rigid bodies!
Was hoping I could use millions of particles to get a really detailed fluid sim - Fingers crossed Maxon adds a fluid system next, then it'll pretty much do everything!
Thanks for the setup though I think this will work fine for now, cheers!