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bentraje

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Everything posted by bentraje

  1. @srek Thanks for the response. Will check MAXON Shop later. BTW, the R23 is the one with Python 3 release right?
  2. Are there pricing info from R21 to R23 perpetual upgrade?
  3. Hi, I would like see the vertex and polygon normals but its not working. You can see the illustration of the problem here. https://www.dropbox.com/s/idj1ds6ae3l4qt0/c4d288_show_vertex_polygon_normals.mp4?dl=0 There should be some lines drawn from the polygons and vertex like in Maya, Blender or Houdni Regards. Ben
  4. @Cairyn @jed Thanks for the response. And indeed the dynamics is much better, but I prefer the stability of the xp set-up as I'll be using this on rigging. Thanks for the illustrations files. Works as expected. Have a great day ahead! P.S. Thanks for pointing out the memory node. This is my first use case of it haha
  5. Hi, I have a "simple" door closing expresso set-up. It works if it goes from the left to right. But it doesn't from right to left. I would expect the door to stay close if the direction is right to left. You can see the problem here: https://www.dropbox.com/s/xfkb6e2r9xwzvwl/c4d287_xpresso_closing_door.mp4?dl=0 You can check the illustration file here: https://www.dropbox.com/s/gdmn2zn799p8lre/c4d287_xpresso_closing_door.c4d?dl=0 Regards, Ben
  6. Your post title and post description are not the same. For the post title, just use a displacer deformer and make it editable. Also confusing post description, technically, you can't apply different material to a displacement (channel or map)
  7. @Voytech Thanks for the response. Your solution works as expected but unfortunately, I'm using various fall-offs (i.e. noise, box etc) on a given object and not just sphere. Is there another solution?
  8. @bezo Thanks for the response. However, I plan to use to randomize offset the animation of the field. For instance, the initial field can have an animation range of 0-10, I want the other fields to vary such as 2-12 or 5-15 using the Randomize Effector. If I make them editable, I can no longer use the Randomize Effector, correct me if I'm wrong. That's why I'd like them to be in a cloner so I can manage their time offset randomness rather than just a plain distribution tool.
  9. Hi, Is there a way to clone fields/fall-offs and have them affect an effector? You can see an illustration below, only the original field is working. The cloned fields have no effector? https://www.dropbox.com/s/o5ce7j9c0539tah/c4d286_cloning_fields_fallofs.mp4?dl=0 Is there a way around this? Illustration file: https://www.dropbox.com/s/scaag329xhrnfbo/c4d286_cloning_fields_fallofs.c4d?dl=0 Ben
  10. @thanulee RE: aov of c4d that can give u mattes per clone index? I'm not sure if using "Mograph Color Shader" will result in unique colors per index but I know that does: Cryptomatte. With Cryptomatte, gone are the days of making manual mattes.
  11. Hi, Is it possible to convert Fall-Offs into Texture (assuming proper UVs are in place) ? You can see what I am after here: https://www.dropbox.com/s/w75og1lgs4e1krp/c4d285_convert_fall_off_to_a_shader.jpg?dl=0 I'll be using the output as a mask for compositing. So far, what I have is using vertex colors, but the resolution is dependent on the number of vertex. So having a fall-off-texture workflow instead is most welcome. Ben
  12. Hi, Is there a way to flip axis of "weights" on Weight Manager? Currently, vertical axis is the points while the horizontal axis is the joints. I want to exchange them so I can read the joints affected properly. You can see what I am after here: https://www.dropbox.com/s/vcfkza5n49k5xkj/c4d282_flip_axis_on_weight_weight_manager.jpg?dl=0 Regards, Ben
  13. Hi, Thanks for the response. RE: Maybe If I understood what it was you were trying to do You understood it correctly. I just want a spline as an additional guide. Spline for me is easier to place and groom than the guides themselves. For the procedural styling, I just use the hair material. RE: you can try storing a groom and restore it My main problem with copy and paste guides from hair object to another is that it has this unnecessary offset. And the store/restore doesn't work on it. You can see an illustration of the problem here: https://www.dropbox.co
  14. Hi, Has anyone tried using UDIM for Cycles4D? With the same textures and object, I tried it in Blender Cycles but I couldn't figure it out in Cycles4D. Maybe I'm missing something. Any thoughts? Regards, Ben
  15. @zeden Thanks for the response. But nope it does not work the same way. That option for Auto Weight is for initial skinning and not throughout the skinning/weighting phase.
  16. There's no right way since this is a static character. But it would be easier to manage a character (both in modelling, rigging, texturing, revisions ) if you do it in its neutral state (T or A Pose).
  17. Hi, I can create a hair from a spline using the Hair Edit>Convert from Spline command. But how about spline as an additional guide (i.e. there is an existing hair object rather than creating a new one) ? Is this possible? Regards, Ben
  18. Hi, Is there an options to limit vertex to 3 joint influence? So at any given point, a vertex can only affected by a maximum of 3 joints. Here is the same option in Maya https://www.dropbox.com/s/j2rmdvhrfi7jmkd/c4d280_joint_max_influence.jpg?dl=0 Regards, Ben
  19. @turbid As far as I know yes, once the IK comes into play, it overrides other previous constraints. Same with other softwares.
  20. bentraje

    3D Illustrated Ku Mun Yeong

    Inspired from Netflix/TVN's It's Okay Not to Be Okay. The mini stories were just as interesting as the main arc. Making this piece is my attempt to move on from the series. Hopefully. C4D. Substance Painter. Cycles4D. Instagram You can check the actual animation from the series here. It's somewhat Tim Burton-esque style
  21. Inspired from Netflix/TVN's It's Okay Not to Be Okay. The mini stories were just as interesting as the main arc. Making this piece is my attempt to move on from the series. Hopefully. C4D. Substance Painter. Cycles4D. Instagram You can check the actual animation from the series here. It's somewhat Tim Burton-esque style
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