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SolarPH last won the day on August 8 2016

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About SolarPH

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    Cafe Ronin

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    Marc John
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  • C4D Version
    14 Studio
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  1. Hello c4dCafe! I have a problem on my scene file wherein I need to constraint an object to not move unless I move the parent of that object. I have 2 objects, ABS, which gets referenced, and REL, which references ABS's global coordinates into relative coordinates. ABS has a master parent named PAR, I need PAR to be the root of Global Coords of ABS. I have found a code that can translate Angle and Distance to X and Y on a plane. The thing is I have implemented it on 3D space. I was kind of successful, but there was something wrong. If I rotate it only on one axis, it acts perfectly as what I want it to be. Though when there's 2 or more axis being rotated, it messes up. For example, I had the plane being a child of 2 more planes. The plane ABS was positioned 200,0,200 from PAR, which is at the origin. I already have the REF plane to not move when PAR moves into the other direction. What I want is if I have to rotate the object in any combination of rotated axis, it should stay intact at 200,0,200 In this case, rotating only one axis makes this possible, but it gets bugged when I have rotated more than 2 axis, or one of them isn't a multiple of 360 degrees. Here's the scene file for you guys to look at. The formula inside the Python node is the one that works closest to my goal than others. No other formula or even Global Matrix computation have made a result that close. Edit: I have changed the file because I noticed that I had not changed back the correct code to how it was before making modifications. Here's the file with the correct code: Formula for reoriented 3D space computation 2.c4d Some findings might help all of us. You may notice R1,R2, and R3 being subtracted to atan2 angle computations, it was to make a constraint on the object itself, like when I rotate the parent, it negates the rotation of angle produced on it and passes it on the formula for computing the object's global position. However, it does work only for 1-axis rotation only, and gets bugged when you have 2 active rotations in your object.
  2. Actually, nevermind. I just got it solved by my own. But since it's here already, I'll share how to get days only to print in the string. You can also use some parts of it for logic script building. import c4d import datetime #Welcome to the world of Python def main(): global Output1 starttrial = datetime.date.today() # Date on your computer endtrial = datetime.date(2019,9,1) # Date on when it expires TimeComparison = endtrial - starttrial # Date comparison Output1 = "You only have " + (str(TimeComparison.days)) + " days before this rig expires..." #Print as String
  3. Good Day! So, I do search some raw python codes, but there are so many, but I can't find one that is specifically made for Cinema4D R14. Do anyone know how to get the current device date and time and compare it with a time that I have set? I do want to use it in making a Demo Version of a rig I was making, but since majority of it's parts do work under Python Scripts inside Xpresso tags, I think I can use that certain part of code to disable the main module that connects the parts to make the rig work at all. Also, is there any way to print how many days remaining before the set datetime to arrive? For example, I want to print "You have " + days + " days remaining before this rig set expires". I can print it in console, but I don't know how it will be included in a string output
  4. Hello! I am wondering if how can I make an object with hypernurbs weight to automatically assign the same amount of hypernurbs to the extruded part. It seems that it works on some rigs that I downloaded, but I can't make it work somehow. For easy examples, i used a cube rather than sphere, which is my original plan to have hypernurbs on. Here is the rendered image and the sample file as reference. scene.c4d the first cube is just an extra, with 100% hypernurbs weight on the whole cube before extrusion. the second and third one having 80% hypernurbs what I want to them is for them to have 80% hypernurbs weight automatically is there any similar method that hypernurbs can work around it without re-assigning hypernurbs?
  5. I thought of it earlier, which doesn't make the regular starry one, but i think it will fit on what I am doing. I'm currently baking the texure btw.
  6. oh wait i just checked my c4d it was set in Standard renderer, not software XD
  7. i'm using a software-based render btw gonna try it later in physical renderer
  8. Btw, here's the image reference using Ctrl+R (Render in Editor)
  9. Hello! So umm... I am trying to make a galaxy version of HDRI, with additional colored ambient light. My problem is, the stars is not seen, even I resized my sphere to scale 10 Is it because the stars are too small even I have set it to 5(largest value)? or Reflection just cannot see physical sky's stars? I have added an 8-point shine (square paralel, Visible) also, is 4000x2000 good for perfect non-stretched HDRI, or should I change the resolution?
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