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About Fritz

  • Birthday June 25

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  1. Normalised Vector Issue / Confusion

    I am pretty sure I didn't understand what you mean, but maybe this helps. xpressodrivingrotations.c4d
  2. Align Normals Command Not Working

    Hi bentraje, the mesh has many non manifold areas. I tested it in R19 and it works much better. For this mesh there is no "correct" solution, because the non manifold areas make it impossible to decide what "aligning the normals" even means. Regards Fritz
  3. Normalised Vector Issue / Confusion

    Hi FloatinPoint, Normalizing a vector is the following formula: length = sqrt(x² + y² + z²) <--- this is the length of the current vector normalizedVector = vector / length <--- dividing by the length will give you a vector with length 1.0 always. This gives you the same direction of the vector, but with the length of 1.0. This means, if you only have a rotation in only one direction, the result can only be 1.0, 0.0, 0.0 or -1.0, 0.0, 0.0. Normalizing a rotation is something that I would argue makes very little sense. You usually do this to remove the length of a spacial vector and get a directional vector out of it. Regards Fritz
  4. Align Normals Command Not Working

    Hi bentraje, what version was used for this? Align Normals was rewritten in R19. Also if this was done in R19: the video already suggest the mesh has some bigger topology issues. Could you upload a scenefile, so we can investigate? Regards Fritz
  5. Your assumption is right. The "specular" setting is the old Materials specular channel that was replaced by the reflectance channel. It's basicly not doing anything anymore. I encountered the same a few weeks back and it seems to have been forgotten when replacing the channels. At the same time it would not be possible to support the reflectance channel as directly as the old specular channel, because it can have many shaders in an arbitrary amount of layers.
  6. Voronoi Fracture issue..

    Hi notalk, Voronoi Fracturing has an inbuild option "Optimize and Close Holes" for exactly that issue. On high poly meshes that step might take a while to calculate, so I would still suggest to fix the issues manually. The mesh check tool (Attribute manager -> Mode -> Modeling -> Mesh Checking) helps a lot to find issues with the mesh. Most important for fracturing to work is a closed surface where a "inside/outside" segmentation of the space is clearly possible. if that is not the case it will either automatically switch to "Hull only" mode (open geometry) or create artifacts (overlaps and selfintersections). Regards Fritz
  7. New in Cinema 4D R19 - Full Feature List

    you can deactivate all "source" points in fracturing and just use the connector feature to connect objects. They however need to be close together to be connected. https://www.cineversity.com/vidplaylist/new_in_cinema_4d_r19/new_in_cinema_4d_r19_voronoi_fracturing_improvements In this video at the beginning you can see unfractured objects from a cloner being connected.
  8. New in Cinema 4D R19 - Full Feature List

    I am not exactly sure what you mean, but the new connector feature of fracturing is not a tag. It connects objects that you throw under the generator. If you don't want to fracture them and only want to connect them you can turn off all sources. The dynamic Connections are the standard dynamic connectors that where already in Cinema4d. You can use any kind, be it spring, Motor and all default connector types. On Grey Scale Gorilla you can find a very good introduction Video on the new fracturing by Chris Schmid. The objects Insertion modifiers are an extension of the current modifiers (like alt for parenting) to multiple objects selections.
  9. Cinema 4D R19 discussion!

    Deformers already have an falloff tab for exactly that
  10. Cinema 4D R19 discussion!

    I and many other developers are passionately working 5 days a week to keep Cinema 4D competitive.
  11. Cinema 4D R19 discussion!

    Any policy has advantages and disadvantages.
  12. Cinema 4D R19 discussion!

    I will of course not disclose development plans here, sorry.
  13. Cinema 4D R19 discussion!

    There has been a lot of progress in new features that nearly all base on new datastructure and threading functionality given by the new core.
  14. The Bevel deformer is heavily dependent on the underlying geometry and it handles some situations different than one might expect. If you check the "Limit" checkbox in the bevel deformer, the result might improve. See attached file for an simple example setup. I believe these artifacts from bevel are due to bevel not moving points, that are not part of the edge and in the way of the beveling. Limit will at least stop the movement at those points and will then not create flipped geometry. bevelscene.c4d
  15. As explained you can show the edge selectiontag on the generator. Then you should put the generator as a child to a null object and place a bevel deformer on the same hierarchy level as the voronoi fracture generator. In that bevel deformer you can drag in the edgeselection as a restriction. This way everything stays procedural. Note that objects that are created by a generator are not selectable and thus doubleclicking the tag on the generator wont select anything. To do that you need to make the generator editable and select an individual tag on the created polygon objects. Regards Fritz