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Showing content with the highest reputation on 05/28/2020 in all areas

  1. 1 point
    hi Cerbera . Thanks for leave comments. Solved it by right click it and choose remove
  2. 1 point
    Moved to correct section. Can you: a) ctrl click to remove it ? b) ctrl double click to remove it ? c) right click it, and choose remove ? If none of that works try a restart and see if it persists. If it still remains after that you will need to upload the scene file so we can take a proper look. CBR
  3. 1 point
    Meh. So I sat down and wrote a few quick scripts for material management. The first one is here, have it for free: import c4d from c4d import gui def main(): name = "" search = c4d.gui.RenameDialog(name) if search == None: return search = search.lower() mat = doc.GetFirstMaterial() while mat != None: if search in mat.GetName().lower(): print "Found!" doc.SetActiveMaterial(mat) doc.GetActiveMaterial() # Should be called afterward to update the internal selection state. c4d.CallCommand(16297) # Find first active material c4d.EventAdd() return mat = mat.GetNext() if __name__=='__main__': main() This one shows a dialog to enter a (partial) name string. The script will then select the first material whose name contains the string (case-insensitive) and scrolls to that material in the material manager. (Also attached as file as we know that copy&paste sometimes works weirdly.) The other three are for my Patrons on Patreon here: https://www.patreon.com/posts/script-club-1-13-37630995 They contain one script to select all materials fitting the search string, one script to filter all materials fitting the search string (making all others invisible), and one script that makes all materials visible again. I have given them just a quick test, so if there is any trouble, notify me. Material_Search_ByName.py
  4. 1 point
    Hi, thanks for replying! I haven't but I think I found the one you're talking about! This has opened up some new options/ideas for me, so I do really appreciate this! I've got some new ideas and I'll let you know how I get on.
  5. 1 point
    Planning a nebula scene and messing around with options. This of course is not what I am after but I may as well put it up as it is quite pleasing and shows potential
  6. 1 point
    Did you sort this out? Dan
  7. 1 point
  8. 1 point
    If your working on the basis of deforming polygons then pose morph would be the way to go, but as its over a eyeball your use a Rotational mixing method for a morph target. You can then assign user data to them if you wish. Dan
  9. 1 point
    I think there is lot of potential with Blender now for C4D users because of new interface.
  10. 1 point
    I don't know what your initial problem was ! But it is possible to model everything without ngons, and it would be possible to cut this mesh all the way through despite them using Plane cut or Line cut, which are both tools that that are designed to accommodate ngon editing.. CBR
  11. 1 point
    It is worth remembering that a lot of the poly modelling tools work predictably when working with legal topology. Allowing ngons in your meshes, which is generally speaking bad practice anyway, adds a degree of unpredictability to poly tools, and in some cases prevents them working... CBR
  12. 1 point
    The loop cut has a few options. Have you tried disabling some of them? Sometimes the cut will not continue if it comes across an N-gon or pole.
  13. 1 point
    SOLVED! Bumped up the min samples on unified samples and that fixed it. Also was able to lower the volume samples to 1024 and fix any minor noise with noise reduction. The settings that fixed it were in unified sampling. Samples Min: 256, Samples Max: 512, Volume Samples: 1024, Desnoise set to OptiX on default settings. There is some minor denoise artifacting, but not enough to worry about.
  14. 1 point
    I think it's pretty easy to do this yourself without any plug-ins, although you get a pattern different from the one Cerbera showed. I use a technique that works when the number of Rotation Segments of the cylinder is a power of 2 (i.e., 8, 16, 64, 128, etc...): 1) Create a cylinder making sure that the number of Rotation segments is a power of 2 and Caps turned on with 1 segment. Convert it to an editable object and Optimize if you have an old C4D version to make sure that the caps are attached to the rest of the cylinder (!). For a 16 segment cylinder, you now have something that looks like this from the top, which by now you are quite used to seeing (I selected all of the points in point mode for better visibility): 2) Now, we want to get rid of all but four of the radial edges but keep that central point, as illustrated in the following image: The quick way I go about doing this, which is especially helpful for cylinders with very many Rotation Segments is to go into Edges Mode and simply use Live Selection with a reasonably sized brush to select all of the edges stemming from the center, by clicking on the point at the center of the cap. You can also just select any radial edge and do a ring select (U~B) on any other radial edge, to select them all, if this way is easier for you. Then, I just Ctrl-Click the four segments, in Live Select, that form the cross shape I don't want selected (the edges going in the up, down, left, and right directions from the center) which are always constant in number (i.e., exactly four). Finally, the the edges that remain highlighted (as shown in the above image) should now be dissolved (i.e., M~N, Ctrl-BS/Del, Right-Click menu, or however you like to do dissolves). 2b) OK, if your cylinder only had 8 Rotation Segments, you're done (congrats!) and you can skip the rest of the steps. 3) For cylinders with Power-of-two Rotational Segment counts >=16, we're left with a cap Full-O-NGons at this point, as indicated by the reddish NGon lines in the image below. I've gone ahead and selected the central point in Point Mode for the following step which does most of the remaining work of creating the quad topology: 4) In Points Mode, with the central point (and only the central point!) selected we want to do a Bevel operation (M~S) with the settings shown below: Tool Option Offset Mode: Proportional Offset: 100 % Subdivision: 3 {See Note} Note: Type a value that is the following function of N, the number of Rotation Segments you started with: Subdivision=N/4-1. Since I used 16 segments for this example, 16/4-1=3 for the Subdivision count. (For 32 starting segments, it would be 7, for 64, 15, and for 128, 31) - just divide the starting number by four and subtract one. Depth: -100 % Limit: Unchecked (but doesn't matter, int his case) Shaping Shape: Round Tension: 100% Topology You can leave all of the Topology options unchecked... 5) We now have the following almost complete topology and I've gone ahead and once again selected all of the points to improve their visibility in the demo image below: 6) Unfortunately, NGon lines remain. This is because the Bevel tool slightly "missed" the existing points by a tiny offset, so we are left with doubled points along the cap's circumference that are very close to the points they should be right on top of. It is important to note for the next step that the bad, misaligned points, are the ones that have at least one edge stemming from them and going into the cap and connecting with another point in the interior of the cap. The good original points, are the ones along the circumference of the cap with both edges coming off of them forming said circumference. 7) To fix things up, you can go one of several ways here. These include the fast, easy, but not very accurate optimize operation to help merge all of the duplicate points, all the way to welding each pair of points by hand using the Weld Tool, Stich-n-sew, the Polygon Pen tool, or whatever floats your boat. Personally, I prefer the "by-hand" methods for smaller numbers of rotational segments in order to make sure that the Bevel created points get repositioned and merged to the correctly positioned pre-existing points. For larger Rotation Segment counts, Optimize is you more prudent and pragmatic pal. Going the Optimize route will tend to merge points at the midpoint between the original, correctly positioned circumference points and their Bevel Tool created pairings. This will slightly shift the original points in the process. On the positive side, the result of this is that the NGons will be gone in a single broad stroke, but the points in the top cap may not line up perfectly with the points in the bottom cap, which may or may not be OK, depending on how this object is used/modeled going forward. I will describe more specifically my welding approach when precise point positioning is desired, which is often the case for low Rotational Segment counts and/or scenes that require very accurate placement. I start by switching to Polygons Mode, select all of the polygons in the cap being worked on and then do a "Hide Unselected" command to hide all other polygon geometry of the cylinder and to in effect solo just the polygons of the cap whose points I will be manually optimizing. Then, in Points Mode, I weld all of the misplaced duplicate points using the Polygon Pen tool (don't forget to check Auto Weld from the Poly Pen options in the Attributes Manager!) to their properly positioned points along the cap's circumference. As previously mentioned, the misplaced points are the ones with edges going into the cap, either towards the center or towards a point int the cap's interior. It would be a good idea to zoom in for precision. Whichever of the above methods you choose for cleanup, the result is a relatively nice Quad based cap topology, as shown in the image below: I will now include additional images that demonstrate the resulting topology for 32 and 64 Rotational segments, just to give you an idea of what you will get: 32: 64: It is important to bear in mind that the above images represent flat cap surfaces (and not spherical ones). If there are any negatives to this topological quad-based layout it is the fact that the resulting quads tend to get slightly larger towards the center and smaller towards the original points that made up the initial "cross shaped" edges (i.e., the quads get progressively smaller towards the top, right, bottom, and left edges along the circumference of the cap). You can resize from the center with soft selection turned on to equalize things a bit, but I won't go into that here, since it is a process that would require an article of its own. I hope the above steps help you out, at least until MAXON adds some quality Quad Cap options to cylinders.
  15. 1 point
    Hi all, Some of you may know the aaOcean plugin - for ocean / sea surface creation. It's been available for a while, but broke with the R21 update. I'm pleased to say that, due to the voluntary work of Kent Barber, it's been updated for R21 / S22 on both Windows and MacOS. I've also expanded the minimal documentation that was available. Sorry for the slightly convoluted links - but if you visit: http://vantagegraphics.co.uk/aaocean you'll find links to the plugin itself - and for the updated documentation file. Hope you enjoy it.
  16. 1 point
    Hey man, hope you're well… Yeah, they opened in R21 so I resaved them and they opened in S22… I think this was an X Particles thing, I was using an older XP build … I've updated my XP so hopefully it won't happen again.
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