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Havealot

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    Sebastian
  • Last Name
    Hapot
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  1. Niklas Rosenstein did a workshop on python plugin development at C4DAPT. I liked it a lot as it covers the whole process from start to end. It's available on vimeo on demand: No need to buy the whole package. Just Niklas part is fine. I can recommend the rest as well though :)
  2. Check the parameter tab of the effector. Set "Modify Clone" to 100% to control the blending with the effector. I've attached a simplified example. Clone_Blending_with_Effectors.c4d Since you are also using dynamics: Keep in mind that the cloned position is used to sample the falloffs/fields and not the position resulting from the dynamics simulation. When working with a noise that is probably not that important but it is hard to tell what exactly you are trying to achieve here. If that becomes an issue you can split the setup. One cloner (cached!) just for the initial distribution and the dynamics and a second one (in object mode and cloning on the axis of the first cloner) to do the actual blending with effectors.
  3. If you create the animation with effectors instead of keyframes on the input it will work. Clone Delay Test_2.c4d
  4. Not sure what is going there. But I would try baking the procedural vertex map using alembic or caching the MoGraph setup using a cache tag.
  5. I have no clue what RandomFX Shader Field is. Can you elaborate or attach an example scene?
  6. Hi, You can do all the coloration using Fields now. The MoGraph Color Shader gives you access to the clone colors in your material. I've attached an example. Hope that helps. diamonds_Color_Shader.c4d
  7. If you set your effector / field to produce a ramp from black to white you can use that to mask two versions of you material (e.g. in a layer shader). To access the ramp use the MoGraph color shader.
  8. Any chance you have R20? With Fields this would be quite easy. If not you can still do it without Python but it will be more complicated. Have a look at the attached scene. I am using a formula effector that has "modify clone" set to 100% in the parameter tab. That allows you to control which child of the cloner is being cloned. The formula divides index by clone count, offsets it using the frequency variable and uses modulo to remap the output range to 0-1. For convenience I've added User Data, linked it to the frequency and exposed it as a HUD element. Randomize Objects on Spline_NoPy.c4d
  9. R20 introduced a dedicated 2D Tracks Mode to allow usage of non Motion Tracker specific tools such as selection tools. Could be that this is the culprit here.
  10. I just had a quick go at your footage. Auto tracking worked fine for me using 33,3...% resampling. At 100% it is producing a lot of bad tracks. I guess you could get it to work with a bit of cleanup but I doubt it is worth the effort. Once you've got your 2d tracks you can get the solving part. Unfortunately you won't be able to get a useful 3d camera move out of it. Your camera hardly moves and therefore rotates around a more or less fixed point in space (similar to a tripod pan shot). Therefore there is very little parallax for the algorithm to work with. What you can do though is use the Nodal pan solver and eyeball the position of your 3d objects.
  11. Have you tried camera mapping? If you use that as your projection method you can control where the textures are projected by moving the camera and control the size of your texture via the zoom. To avoid the camera distance dependant scaling (caused by the frustum) set the camera's projection to parallel. Hope that is what you are looking for.
  12. You can use a random effector or a random field in a plain effector to colorize your particles. The Color Shader will give you access to those colors. Make sure you set your Cloner to Multi Instance mode. Depending on the amount of particles and the complexity of your clones this might significantly improve performance. Random_Particle_Color.c4d
  13. What you are looking for is the "Surface Radius" parameter in the dynamics tab of the hair generator. It defines how "thick" the hair is when collisions are calculated.

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