I think I found the answers for both questions 
if it stalls again, I will start a new thread
All the best
Posts made by resort-sand
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RE: basic particles turn on and off randomlyposted in Question & Answers
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RE: basic particles turn on and off randomlyposted in Question & Answers
Thanks Prof
My bad for the thread, I didn't want to flood with many threads, will keep in my mind
two questions:
how we can make the birth behaves the same, instead of just popping out, I want to animate the radius progressively until it reaches the radius value
how to tell mograph to copy the radius to the scale of the clones ? I saw you created one but in the scene it stays constant
Best -
RE: basic particles turn on and off randomlyposted in Question & Answers
I forgot to add that also the appearance of the particles should be progressive, let's say birth / death around 3-4 frames progression before reaching the radius
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RE: basic particles turn on and off randomlyposted in Question & Answers
Hello
I know it is a simple question, but how we can map the radius of the particles so it is getting smaller before the end of its life, I found the "Radius Over Age" scene in the Asset browser but cannot apply it to my emitter scene
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Lock viewport with animated textureposted in Question & Answers
Hello
When a viewport that contains an animated video is deselected "camera view", scrubbing time in another viewport don't update the video frames in the camera view, the viewport that contains the camera view to the animated sequence must be selected.
Is there a way to lock the viewport that contains the video file so working on different viewport can let the video in the locked frame refreshing -
RE: basic particles turn on and off randomlyposted in Question & Answers
I noticed also the following,
-putting the mograph in Multi Instance with motion blur renders black frames, back to normal instance object and motion blur works
-in AOV with activating motion blur pass (with or without) motion blur activated renders black frames
At least this happens in my scene, maybe I am not aware of the motion blur limitations with particles or mograph based objects
Cheers -
RE: basic particles turn on and off randomlyposted in Question & Answers
Hello
Once the mograph is deactivated
the caching runs without no issue, upon finishing, I activated it
all works normally, it didn't matter after if it is normal instances or multi instance
Thanks for being supportive
Best -
RE: basic particles turn on and off randomlyposted in Question & Answers
Good morning Dr.
I made more debugging based on your recommendations
It seems that only the Mograph object being active is causing the crash, all the other elements: cache scene Vs object, baking geos were not the cause of the crash
I will keep digging
cheers -
RE: basic particles turn on and off randomlyposted in Question & Answers
It seems it is getting me the caching issue using the new particles system, long story short, I am trying caching the scene here, bit it keeps crashing or freezing
I tried to debug it by recreating it, I think the moment where I ask for negative time values to get my preroll right this is where things get to be messed up
I am attaching the scene, but no need if I can find a proper and clean way to get like pre-roll of certain number of frames with caching
many thankshttps://we.tl/t-0lm0HGQ7Ep
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RE: basic particles turn on and off randomlyposted in Question & Answers
it was my bad, I forgot to exclude the particles group from rendering, so its alpha with a big radius was dominating the alpha channel so it gave me a false flag of the particles number
all is great now, will keep you posted
Have a great Sunday -
RE: basic particles turn on and off randomlyposted in Question & Answers
Hello Dr.
I was wondering if it is possible to match the number of the visible rendered particles with the one that is in the viewport ? I am aware that this may affect in a big part the workflow, but at I need to have a fidelity between the designed particles look / number / speed and the rendered ones to be able to previz before committing to render and publish to my clientMany thanks
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RE: basic particles turn on and off randomlyposted in Question & Answers
Thanks Dr. Sassi, this answers perfectly my requests, I downloaded it and it look much closer to what I wanted to achieve
I guess ... hope your next year will be full of success and peace -
basic particles turn on and off randomlyposted in Question & Answers
hello
it is almost in the title, I am trying to create a flock of fireflies using particles, the idea is to make each particle appears "on and off" to trigger their lighting behaviour before they all "sync" together and turn on and off gradually to form a unity pattern. Since I have a good number of shots, I wanted to create a generic system, focusing on simplicity.
I tried the "particle node modifier" and "data mapper" with a minimum of success as I was not able to turn each off completely.
Then when I wanted to create the mesh objects "spheres" using mograph, I found out it doesn't inherit the radius value.
So I said to myself, maybe I can just inherit the position and animate the scale to turn on&off using fields, I think it tends to over complicate the pipeline instead of simplifying it
I don't hate the actual solution I had, but I was wondering if there is a tip to use on&off in case the client doesn't like the gradual scale changing that will influence the light intensityHolidays Greetings FF_test01.c4d
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RE: can't name/describe this bugposted in Question & Answers
Thanks a million
This helped me to solve the issue, I had to use a mesh deformer on a copy of the sunglasses to drive the center axed glasses to follow the one that doesn't work
Best regards -
can't name/describe this bugposted in Question & Answers
I have a scene with two glasses: Tarik_glasses.1 an original mesh with a glass material, the 2nd is Tarik_glasses_animated which comes from an alembic file exported from Blender, both objects have the same number of points / polygons, and same tags, when I place a material (transparent in this bug) the render look strange on Tarik_glasses_animated as if there is refraction
I tried many ways to figure it out but no luck, any idea ?? I am not sure if it is a render or a geometry prb-update- when I render in standard render the problem is gone or at least it looks right, comparing to RedShift[bug.c4d.zip]--error--
https://we.tl/t-Dsgu9IoyMb
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ideas to link shaders from Blender Alembic animationposted in Question & Answers
Hello
We are trying to create a simple workflow to import alembic animation from Blender to their Red Shift Shaders created in C4D?
It is a lot of object to connect / link shaders manually in a a lot of shots. So I was wondering if there is a way to import these animations (that originally come without shaders via export) and link smartly to the created shaders inside C4D.Maybe I can create an alembic tag on the shaded one and link the path to the exported ones ???
I made two small scenes to debug before trying the complicated ones
Many thanks
https://we.tl/t-zrRq06bIfN
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RE: Mesh light refuse to appear as PuzzleMatte ID or Cryptomatteposted in Question & Answers
I think the "visible" option is no longer available, maybe replaced by "block rays" but it doesn't work too, I am sure it is feasible in AOV data

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RE: Spline warp doesn't update with animationposted in Question & Answers
Applying a connect upon the tracer solve the issue, but I think it should accept the tracer object as is