Hello everybody
If anyone has created or found good parameters to create a WISP Smoke, I would love to have them shared
I am sure I can share something in exchange if anyone needs help
Best
Posts made by resort-sand
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Pyro Wisp Smoke
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Smoke flows along a spline without getting trapped
Hello
How to make a smoke wisp art directable in term of how it flows?
I want a smoke trail to follow an Spline or a mesh as if it morphs to its shape without being trapped inside it, like if the smoke follows a circle but still dissipating verticallyCheers
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RE: Create a vertices selection tag on a mesh using a near by object
Hey Dr. I will try both, the thing is that it is a rotomotion and sometimes the two geos even if they have the same vertices number, the selection seems different enough to not be useable. I think both techniques you pointed out needs the two geos to be superposing each other !!!
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Create a vertices selection tag on a mesh using a near by object
Hello, I may explain the issue in a bad way, but long story short, I have a precise vertices selection tag on a moving mesh, and then when the mesh was updated by my animator, I discovered that even if it is the same vertices number, somehow the vertices list is different in location from the original mesh, is there a way to detect the vertices and tag them correctly using the first mesh ? like closest points or so ?
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RE: RedShift ignores particles based objects in render sequence
Thanks Dr. The alembic files were not very important to reproduce the bug, actually I am testing it now by putting a scatter object between the Particle Group and the Mograph object and the early tests show no render bugs.
There is always a scatter object that solves an issue inside c4d
I appreciate once again your quick solution, even on a SundayHave a great day
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RedShift ignores particles based objects in render sequence
In this scene, I am creating petals using emitters following and colliding with some objects, until suddenly, a week ago, I noticed that my render using redshift, ignores completely the main particles emitter randomly (example :frame 3 in my scene), even if:
1- it is cached
2-it is seen in the viewport
2- it is renderable using Redshift IPR but not renderable using Picture Viewer nor as a saved picture
3-It is renderable using standard and physical rendererWhen I bake the mograph that uses the particle group to Alembic, it works better but I have some petals exploded into small pieces like the picture shown (example: frame 4 in my scene)
I changed the scene, debugged on and off, motion blur, bokeh, changing particles objects inside mograph, starting a new scene using the same setup...etc.
Help is appreciated
https://we.tl/t-hAMa81w1CN
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RE: Spline Animation, PLA
Thanks Dr.
I noticed you are also a VES member, hope we cross road in the real life one day
All the best -
RE: Spline Animation, PLA
Thanks Dr.
On a different front, I wanted to create the animated Spline based on created Nulls and bake its PLA animation, but the tangents are not being smooth and kind of twisted.
I know I could use Trace but the plugin I am using to generate a tree is not accepting it
If you go to frame 600 you will see the difference between the baked Spline and the Tracer
Besthttps://we.tl/t-wcXTT7C1TQ
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RE: Constraints Lagging
Hello Dr.
I think I am not following how exactly you can record (bake) nulls position with the motion clip. However here is what I am doing to bake the main Nulls:
1-Select points on the mesh I wanna create the spline around and follow (done)
2-create Matrix object using points selection (done)
3-Create a list of Nulls that their number = points selection (Done)
4-Add the the created Nulls to the link list inside XPresso tag, and converting the XPresso tag to Generator mode with a high priority number (Done)
5-Now this is the part where I am confused, I never tried to use the motion clip system before. So I ended up by baking the position for each null using the bake function in the animation curve function (Done)However, now it is very tricky as a pipeline for complex shots, in case I wanna add points, modify tangents, offset the points off the mesh a bit....etc.
In order to add a 2nd layer of animation, in case I wanna modify the already keyframes position of the control Nulls that will create the spline ? My work around was to create a child Null of each baked Null and create the Tracer object from those selected ones instead of the original Baked ones.
Anyhow, with your help, I managed to create the complex workflow that should be a lot easier if there were no lagging issue
I thank you
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RE: Constraints Lagging
Thanks a lot Dr. Sassi, I will try to replicate the same workflow again, if I have questions, I will allow myself to come back to you, all the best
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Constraints Lagging
Hello
It is all in the title, I am attaching an Spline to stick to an Alembic surface, I thought the best solution will be to create a tracer object that connects nulls that have a clamp to the surface with the mesh, the constraint works perfectly to create the sticking Nulls, but the tracer spline lags even though the Nulls don't lag.
I would take any solution to just have an spline to stick to an animated mesh surface if there is other ideas.
I appreciate this bottle neck that slows a lot the simple thing I am trying to achieveBest regards
Here is a link to the alembic file in case: https://we.tl/t-si2mdfn4Ix