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Cerbera

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Everything posted by Cerbera

  1. I'm confused. Solid Drill in modo IS a boolean operation, and does much the same as our regular boole toole. So when you say 'not booleans', maybe you are asking if there is another way, to which is the answer is no, not currently. CBR
  2. How to delete selected UVs?

    No, the whole concept of deleting UVs seems weird and alien to me - I can't imagine why you'd ever want to do this ! :) Can you tell me why this is useful to you ? CBR
  3. Have you tried importing whilst not ticking that ? Kinda difficult to visualise and advise without the c4d file. Can you upload it ? CBR
  4. Can I disable live view rendering?

    Moved to correct section (3rd party renderers). CBR
  5. Octane Rnder Problem

    If it involves Octane, it goes in 3rd Party renderers. I've moved it there for you. CBR
  6. I suspect Realflow will get you closest. Maybe ask this on the RF forum where they may be able to help you over the sticking point ? CBR
  7. Hide Filters in C4D (viewp.individually)

    Yep, there are some things that are configurable 'per viewport' but the filter list doesn't appear to be one of them... CBR
  8. Control Multiple Deformers with One

    You would need to specify unfortunately. But refresh this page to see my additional bits above where you might not need Xpresso at all !! CBR
  9. Control Multiple Deformers with One

    You can't control a deformer with another one. But you can just select the deformers in the object manager, then adjust all their properties at once in the regular attributes. Or make a selection set of the relevant deformers, which will select them all with a double-click. Or, you could use simple Xpresso to give you the controls of all of them at once if you need to change them alot. If so, just drag all the deformers into an Xpresso Window, and enable the ports for the parameters you want to change, then connect the first one to all the others, so they change with it. You don't even need a range mapper. There might be more efficient setups for that of course, but this is probably the simplest / easiest. CBR
  10. Modelling a Soap Dispenser

    Hey Andy I've been back and had a look at this. The job you are doing now is about 100 times harder than the original problem ! :/ That back section is the same piece of plastic as the front, which means your loop structure must work for both sides at once, and there will be a lot of topology solving and stepping up / down. To be honest, you would need to be something of a modelling master to be able to make this as it is built in the real world. Even with my coming up on 20 years of modelling experience, this job would still challenge me. Unfortunately, because we're so massively increased in scope and difficulty, you can imagine that it is impractical to try and tell you how to do it in a single forum post. It would take hours and hours to try and explain ! If this is a paid job for a client, then my suggestion is to outsource it to a modelling expert. I can certainly tackle it but would need to be paid to do so I'm afraid... Or I am happy to prepare you a 4 hour screen-sharing tutorial session, in which I will show you how to make it step-by-step, again, on an hourly rate. Please do PM me if you'd like to arrange this... Or, you can cheat, and make life considerably easier for yourself if you pretend you haven't noticed that the back and front are one piece of plastic, and make the back section from a completely separate model. Then it becomes a much simpler job because your front and back loops are independent. If that's a possibility, then I'd do that to save yourself a ton of time and work... CBR
  11. Car Keyframing Solutions

    Making that sort of rig manually will be really very difficult unless you have incredible Cinema skills and a lot of experience. For those of us who don't have those skills, or the time to get them, there are plugins, like this one. I 'think' that can do drift right out of the box, but you might wanna check that... CBR
  12. Gear shape

    Unfortunately, the cogwheel objects @joolsd mentions are not in your version. This is something of a classic modelling mistake. You simply cannot make this low poly (with SDS) and get the result you want. You cannot add vertical support loops like that without compromising the cylindrical shape of course, because SDS needs totally even distribution of cylinder edges to achieve perfect roundness, and as soon as you add a single extra loop, you break the rounding. Horizontal support loops, on the other hand are fine, and you can have as many of those as you like without compromising anything. The answer is to massively increase the segmentation of the cylinder so the curvature is established thoroughly before you start, and you have enough detail to pull out the raised bits without needing additional vertical control loops. I would suggest you need at least 256-384 segments in the cylinder to go that way. Also, when you are dealing with this many polygons at the base level, try and use standard / and / or radial symmetry wherever you can to minimize the amount of work you have to do. Here's an example... Because I have 64 radial segments in just one quarter of the shape, look how nice and sharp my SDS result is without needing any vertical support loops. CBR
  13. First go into the model null and disable the skin deformer. Then Make sure you are in Object Mode, not Model Mode, and scaling should work. When it's the right scale, re-enable the skin deformer, then I think you have to reset bind pose in the weight tag... CBR
  14. Slurpee (Orange) Material

    I think the essential ingredient you might be missing here is Sub-surface scattering, which is fairly important for this sort of look. As for the actual texture of the stuff, the close packed bubbled look - you can get that with Buya noise in the displacement channel. Lastly, your reflectance channel should be water or ice to get the wet-look sheen... CBR
  15. I'd use a seamless tiling photo of either soil, or rock, depending on what you want, in a layer shader with a turbulent gradient multiplied on top to give you the striation. Shouldn't be too tricky, but you should definitely use bump and / or displacement to enhance the effect, although you wouldn't necessarily base those on the photo - sometimes noises are more suitable there... CBR
  16. How to delete selected UVs?

    You can't, and never have been able to delete individual UVs. You can delete the whole tag, but if there is UV tag there, then every polygon has an equivalent UV polygon, and you cannot break that link without deleting the polygon - you can only move the UV poly, never remove it. CBR
  17. Texture mapping question

    Unfortunately you don't have the UV peeler tool in R15, so your only option is UV unwrapping it. CBR
  18. Camera to Spline

    It was me who typed it, and me who is aware of what attitude I had when I did so - I was merely trying to avoid our members having to start by asking you which version you're using, and that is all. You would have been asked when you joined to complete your profile, and is frustrating for members to have to ask you every time you need help. You have inferred hostility where there was genuinely none, and if you're doing so is reason enough for you to desert one of the best resources anywhere for C4D, I can't help you can I ? :/ CBR
  19. Camera to Spline

    That's not attitude, it's Moderation, which is my job here. You are asking for help, yet not telling us the most basic information we need to be able to do so. I'd suggest that if anybody's attitude is problematic, that would be yours. CBR
  20. Try removing the specular component for the materials applied to the parts where your artefacts appear... Also (unrelated to your issue) just checking you have disabled the sun in the Physical sky, otherwise you'd have 2 suns in the scene... CBR
  21. Camera to Spline

    You are obviously not using C4D version: None. Please update that to what you are using, as this can affect the advice you will get. CBR
  22. The Lounge is not the place for this. Moved to the correct section. It depends how close you are going to get the camera to it. For the distance shown in your screenie a photographic texture might work best (just google grass texture), or you can get pretty decent results just layering up noises and colours in a layer shader. Or if you or any of your friends have a drone, overfly a local field or lawn and take some hi-res top town shots ! That works surprisingly well. I can't remember if you get Architectural Grass in R13 Visualise, but if you do, use that as well as, or instead of the methods above for a serious jump in realism... CBR
  23. Ah I misread you there. Transparency should indeed work despite no alpha, but that cannot be said of the second option, to which I thought you were originally referring... CBR
  24. I think you need to first do some experimentation with a gradient in the hair length map slot to establish what shades of grey give you the cut and uncut lengths you need. Then you could get those reference colours, and apply them to a plane the size of your lawn, and a box the size of the mower, and color them accordingly using luminance, then animate the box growing over the landscape in the rows you need, hopefully giving you an animation you can then use in the hair length and other maps slots. CBR
  25. How 2 Wrap deform twice w/out distortion

    You can take an editable copy of the wrapped mesh, then apply your wrap again, taking care to reorient it to the different direction ? Or you could use 2 bend deformers working from the centre out if you see what I mean, with very small bounding boxes near the centreline... CBR

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