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!
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!
Hi Dr Sassi, I'm trying to fill an animated beaker with some liquid that sloshes around a bit as the beaker moves.
I thought this would be a good opportunity to try out the new Particle system in C4D, but I'm struggling to get it to work.
I cant seem to give the particles any volume, they always seem to collapse to a thin pile rather than filling the container. I tried Seperation in the flock modifier but it doesnt really help, it just slows the sim way down.
Also the particles dont seem to want to stay in the jar even if I ramp the substeps way up.
Do you think this is even possible with particles?
I was hoping to get the sim right and put the particle group inside a volume mesher to make the liquid.
Here's my attempt so far anyway:
https://we.tl/t-IvrYzFuhk5
Thanks again
@point-year Yep, if you update to the latest version of C4D and Redshift it should work as expected, it was just a bug
Brilliant, thanks for that Dr Sassi, now I know why my scene was crashing, way too many particles! Thanks again!
Hi Dr Sassi, this might be a dumb question, but is there a way to see the total particle count in my scene with the new particle system?
I'm guessing I have way too many particles because it keeps freezing up but I cant figure out how to show this, nothing in HUD settings as far as I can see.
Cheers
Cheers for that!
I managed to get the inheritance effector looking pretty decent by offsetting the timing as you mention here, but I was hoping to make it more organic looking.
Was hoping the dynamcs option would work out but the attrator or field force just make the ball act crazy. Any idea how to tweak the settings to make that work if possible?
I might also try the new particle system, I think the Turn Modifier might allow me to have 1 particle follow another.
Hi Dr Sassi, I have 2 spheres orbiting around within a bigger sphere, as the bigger sphere approaches another sphere, it breaks free of the orbit and joins the orbit of the other sphere instead (probably a bit hard to visualize).
I've tried using an inheritance effector, and with dynamics (field force and attractor) but no matter what I do I cant get it to smoothly go from one sheres orbit to the next - the effector works best but not as smooth as Id like.
I thought it would be easy to do with dynamics but it just goes crazy.
Maybe particles would be a good option?
Any ideas?
Here's my 3 failed attempts, just trying to get the red ball to go from one to the next.
https://we.tl/t-fGDNxOlzN6
Cheers
Thats exactly what I was looking for, thanks for that!
@jeff-bluejade I ended up using the technique shown in this tutorial for a rubiks cube to solve my problem: https://youtu.be/9fTtL-TFMSQ
Hi Dr Sassi,
Do you happen to know if there's a way to add a material to only the parts of an object that have been extruded by a moextrude?
I managed to color to original extruded faces but not the faces created by the extrude.
Im sure there must be a way to do this procedurally with fields but I cant figure it out.
Here's my file: https://we.tl/t-am69AljAmV
Cheers!
Thanks for the detailed response - I agree that the old Linear workflow was easier and more reliable, but I find my renders look far better with the larger color space offered with aces.
I personally don't concern myself too much with the technical side of color as its way too big a concept, Im just trying to set up a solid workflow so I don't need to think too much about it from job to job. Its worked well up to this point but now with the changes suddenly the colors are all off although if anything its supposed to be easier now.
I'll get in touch with Maxon and see if there's anything they recommend, thanks again
Doh! I guess I'll just go back to R 2024 in that case, should have known better than to upgrade straight away;)
Good to know its a bug though and not me!
Is this only an issue with 2024 files in 2025? Would I still get problems with color if I started a fresh 2025 scene?
Thanks again
Yeah I tried it again in 2025 today as well, works much better