Hi, here‘s the scene file if it helps. Thanks a ton!
https://www.dropbox.com/t/K7vmnBBmBtkZ4qWu
Hi, here‘s the scene file if it helps. Thanks a ton!
https://www.dropbox.com/t/K7vmnBBmBtkZ4qWu
Hi there,
probably a pretty simple task, but I’m struggling a lot of setting this up.
I have a rolling ball which leaves a trail through a plane with a vertex map.
Is there an effector which can spread the trail behind the sphere a bit?
Thanks a lot, I can also upload the scene file if that‘s more convenient.
All the best
Hi there,
I guess this is rather a simple question, but I could not find anything regarding this topic.
Is there a possibility to get the same endless scrolling/zooming as in windows?
If you scale something or move the camera around in windows you're not stopped by the window borders and can scroll/pan around endlessly.
On my iMac at work it's always restricted to the window size your cursor is in.
Thanks in advance,
Mitch
Hi Dr. Sassi,
no no, no worries at all. That's what life is like, I guess. Haha. It's so great to have someone with that kind of knowledge to help and I don't mind workarounds! So thanks again and have a great week!
Hi Dr. Sassi,
" I am unclear if I annoy you now or if that helps (as you wrote "test" in your setup). Please have a look here"
Oh god, no, not all. There was absolutely no intention with the naming, and you are in no way annoying me. Quite the opposite!
Thanks for looking into it! If using the old system works, that’s totally fine and I'll go that route. So far it looks really promising and renders correctly, thanks.
I was just confused why it wouldn‘t work with the new system and it would have been really nice to use it with additional particle effects as it is quite faster calculation wise, as far as I noticed.
"Besides that, I shared a report with the particle team and a file that uses primitives to demonstrate the problem."
Should I still open a ticket? That would be no problem.
Thank you once again for all your help, it really means a lot.
All the best
Hi there Dr. Sassi,
Thanks a ton for your reply, and help, and for clearing that up. Unfortunately, the problem is that I want to render it out and it gives me the strangest results. It looks okay in the Redshift RenderView, but it behaves very weirdly as soon as I cache or render it. I made some screenshots and uploaded them. When the cloner is cached, the collisions are still way off and intersecting with everything. When sending it to the Picture Viewer I get yet another different result, no matter if cached, starting from Frame 0 or uncached.
https://www.dropbox.com/scl/fo/t1th94n0eh8qi5s5q7juo/AO-XsuxANeTS7y05FpH-6Ks?rlkey=k13z4lxm9tk2va33vyt1cia4e&dl=0
Did I miss some steps on the way or am I just way off for using this to get the results I want? It's just so irritating that it looks and behaves perfectly in the Redshift Renderview.
Thanks again and all the best
Hi there,
I encountered a problem while using the new particle system with a cloner. Everything looks and functions fine but when I cache the scene in the Particle-Cache tab the collisions are way off and the objects are intersecting with the floor.
Maybe you have an idea where the problem might be?
I hope you can reproduce this problem within the scene.
https://www.dropbox.com/scl/fi/yowsc51b6n5wj9n06ps56/cache-problem.c4d?rlkey=4rlifljx2n0wl8i1mlvhuiwnw&dl=0
Thank you so much for all the support, you're doing such an incredibly awesome job, I really appreciate it.
Best wishes
Thank you so much,
Amazing how fast and helpful you are.
Unfortunately, I can't download the file you attached.
Have a nice day and thanks again.
Hi there,
Thanks a ton for your quick reply and solution! Very appreciated, that's what I was looking for.
May I ask what your approach was?
I figured it out myself, in the glass material setup the vertex map goes trough a ramp. I just clamped it a bit and that did the trick!
BUT, another problem still exist, unfortunately with your file also. If I want to render caustics it still shows all of the glass model.
Do you have another idea what might be causing this?
Thanks so much
Hi there,
I couldn‘t find anything about this specific problem so I hope it‘s okay that I post this.
I set up a scene where a glass is dissolving after going up in smoke.
The opacity in the material is driven by an animated vertex map.
This works super great, unfortunately the reflections/refractions are still visible.
Is there something I can do to fully dissolve them?
You can find the file here, it was too big for the upload here.
https://www.dropbox.com/scl/fi/2z985f56qr644z4nugi5g/vertex-problem-reflections.c4d?rlkey=47khdrw2h303c4gld4zyp2lib&dl=0
Thanks a lot in advance
Okay the Problem got resolved!
I overlooked the Normals – they were facing inwards, haha.
Thanks anyway!
I ran into a problem and can't quite get my head around it.
I have an object remeshed with remesher but it won't inflate and behaves very strangely while a simple text object with remesh ist behaving as it should be.
Is there something I'm missing concerning the mesh?
I attached the scene file, thank you very much in advance.
Mitch
https://www.dropbox.com/scl/fi/epiq7i3bsdd4nia6sl59m/cloth-balloon-problem.c4d?rlkey=8xfrp339czyjf1cz10jivjm5w&dl=0
The file is too big for the upload here, sorry bout that but I couldn't get it smaller.
Hey there,
I have stumbled upon a problem with the Bullet Tags. In my scene I have a wheel, wich is dropped on a plane with an angle. So the wheel is rolling down the plane and comes to a halt. But before stopping, the wheel is behaving really strange. It's choppy and laggy. I played with alot of settings like forces, steps, scene scale etc... but can't get it right.
Is there some way to get the wheel animation looking more realisitc?
Thanks in advance,
Mitch
wheel-1.c4d
Hey Dr. Sassi,
thank you really much, this is way more than I was hoping for. Awesome, would have never thought about it this way.
Problem solved, thanks a million!
All the best
Hey.
I have a question relating the sound effector. I'm using it to drive a posemorph tag with xpresso. Now I want to bake it out as an alambic file to use in blender. This works fine except that, unfortunately, the decay of the effector is not baked with the animation. Making it very harsh and too strong. Is there a way I can work around this?
Thanks in advance!