Thanks a lot for the follow up @Dr-Sassi with the additional infos!

Posts made by RemoGambacciani
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RE: Falloff for Shading on Splines
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RE: Falloff for Shading on Splines
Thanks a lot @Dr-Sassi !
Thats what I thought...too bad...sweeping is not an option since we are talking about thousands of splines/hair in my scene
I will request that....I'm sure im not the first one to ask for that -
Falloff for Shading on Splines
Hello everyone
Im trying to shade unmeshed, cloned splines.
I need to have some kind of selection/falloff to be able to drive a blend material and blending between shaders.
The usual suspects (vertex map/fields, distance node) doesnt seem to work on plain splines.
Any idea how to solve that? -
Cloned Splines deforming different?!
Why are the cloned splines not matching with the same deformation of the plane?
If I drop the spline-cloner into a connect it works as expected, but I loose the Indivitual clone IDs I need for the shading.... -
RE: Motion Blur Substeps?
Hi @Dr-Sassi , thx a lot for the quick answer.
It does change something if you turn it on/off but doesnt seem to have an impact to the low subdiv look, or does it?KeepLegthOn
KeepLegthOff
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Motion Blur Substeps?
Hi guys,
any idea how to improve the motion blur substeps?I would expect the MB of a single matrix (white line) being as smooth as the spline it follows (red line).
The spline is uniformly subdivided (no render subdiv/smoothing involved).Seems like there are missing the subframe information (even when cached...).
The transformation/deformation steps doesnt seem to help...Hint appreciated
Cheers, R. -
RE: Modify a walk cycle
Big thanks, @Dr-Sassi !
Works great for me with the parent constraint -
Modify a walk cycle
Hi guys,
here is a super noob question regarding modifying a rigged/animated character.I basically need a character (mixamo rig/animation) pushing a shopping cart of some sort around.
I tried to modify a mixamo animation/run cycle but I cannot figure out how to constrain the hands to the cart...
If anyone knows a tutorial on this topic, I would be very happyThx in advance,
R. -
RE: Time offset cloned pyro sims via fields?
Hey @Dr-Sassi , thanks a lot!
Unfortunately thats not what I meant ...I was asking if we have a way to simulate just one candle/flame, then clone that cached single flame into an array and then time offset that cache via fields...
The idea is to not having to cache a whole landscape of thousands of candles/flames instead working with just one small cached flame.
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Time offset cloned pyro sims via fields?
Hi everyone,
is there a way to time offset pyro sims/particle sims in a cloner via fields?
I want an array of candles (pyro sim) to be blown out one after another, but not simulate/cache all the candles.
And basically control it via a linear field for example.It seems a little trickier than with regular keyframe animation...
Any ideas?
Thanks in advance and cheers
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Move Clones along Normals (of another Object)
Hey Guys,
I'm looking for a way to move clones along the normals of a separate object.
And/or a deformer that does the same for splines (almost like a "working" shrink-wrap deformer for splines). Something like the newish spline projection deformer but with a slot for an external object to project/move along more complex normals structures that just parallel and directional.Here are some explanations:
Basically I wanne move independent clones along the normals of another object.
Almost like the "Normal Transform > Normal Move" command, but as a MoGraph effector, with a slot to determin that other object.
It's like when you define a vector volume (separate object) as a force in a field force, and the particles/dynamics move away from this object along the normals. But not for dynamics, rather as a deformer/effector.Im sure im not the first one to face that question right?
Thanks a lot and all the best, R.
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Issue with "white" not being all "white"
Hey guys,
I have a question that bugged me in several occasions..:)I had the issue with "white" not being all "white" but just a bright grey instead. If y pipe between a color correct node and crank the level scale, I'm able the get brighter values...
Especially if you use the brightness values as data to mix materials or drive things, I ran into the issue that I wasnt able to get pure white values (sometimes even the greyscale/color slider jumped back to around 80%....I'm trying to replicate this).
Does it maybe have to do with the "linear numeric values"?
Maybe someone else ran into this issue and figured out some kind of hidden button or setting for it?Thanks in advance,
R -
PlainEffector Min/Max Strength doesnt seem to work as expected
Hey guys,
I'm wondering why the min/max strength in the plain effector is not working as I would expect.When I spread the matrices via shader effector (right matrix object) it displaces them on the +y and -y axis.
Now when I try to achive the same effect via plain effector and shader field (left matrix object), to be able to reuse the same shader/noise at some other objects in my scene, it only spreads them out on the +y axis...and the minimum slider doesnt seem to do anything....?!I would expect to be able to lower the min to -100 to achieve the same effect.
What am I missing?!
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RE: Transfer Vertex Colors to Matrix
oh well...that was easy..!
here is the shader effector setup in case someone needs this -
Transfer Vertex Colors to Matrix
Hi Guys!
I'm currently trying to scatter matrices on an object that has colors stored in a vertex color tag. How do I transfer the colors from the vertex color tag to the matrices?
Cheers, R -
RE: Connecting two matrix objects via index nr.
BIG THANKS @Dr-Sassi...you are killing it again
This last one works for me! -
RE: Connecting two matrix objects via index nr.
Thank you for that @Dr-Sassi !
The second/animated one is really cool indeed!How can I control the number of connections? In my setup/matrix object, there are a couple more matrices...is there a way to link it to the number of matrices?
I feel like it breaks if its more than 35 matrices.... -
Connecting two matrix objects via index nr.
Hey guys,
I'm sure there is probably a quick way to connect/draw splines between two different matrix objects via their index numbers?! Maybe via nodes?
Any hint appreciated
Cheers, R.
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RE: Bring the MoGraph weighs/IDs/color data to Connect
Thank you very much for your quick response @Dr-Sassi
Unfortunately, not really
I really need the shading/weight to somehow transfer to the connect object.
This small setup here is just a part of the scene, and it goes a few steps further with the connected clonerCheers and thank's anyway