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About pfistar

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    Cafe Ronin

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    R18.048 Studio
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  1. Hi Hrovje, I finally had a little time to slow down and explore this problem. It turned out that the problem was not with the Cloner's instance function. It appears it was rather because I had cached my sim while my viewport LOD was not set to 'High', and along with that, there's a setting that translates that Low/Med/High setting to your CPU Render settings. I'm pretty sure this was the problem, though it took a little while to parse this as there were a number of other factors which I thought might have been suspect with this combination of features. (ThinkingParticles | TP Groups | MoGraph Cloner | MoGraph Cache | MoGraph Shader | RandomEffector | viewport LOD feature | and also the Takes function ) For what it’s worth, here’s a pared-down version of the scene, though with the Cloner Cache inactive so as to not have to link you to another huge file. https://www.dropbox.com/s/2i66pw36zotz5hj/TP-mograph-cache-v03.c4d?dl=0 For my own clarity, I made a quick index of dependencies for once a TP sim has been cached. Happy to share it in this thread if you’re interested at all. Thank you again for your help and insights! NpF
  2. Thanks for this. I'll be sure to give it a try as soon as I get into r21.
  3. Hi Hrovje, Many thanks for this reply also! Apologies for heaviness of scene. When I have a spare minute I'll parse out whatever's less than necessary and send a new link. I tried turning "render instances" off, though I'm still getting the same result, where only a fraction of the clones show up at render-time. I also pushed up the "Max Particles" count in the Thinking Particles Settings panel, just to see if this would do anything, though I suspect this is not where the problem lies. Otherwise, I'm not sure what you mean when you say "try using instance mode..." Does this mean first creating an instanced version of the cloned sphere object and using that under the cloner object? Or could it mean some function in one of the TP nodes in Xpresso? Sorry I'm a bit confused. I should mention I seem to be having the same problem in another scene as well where I'm using Cloner with any ThinkingParticles that have more than one Particle Group within a hierarchy. Does this sound familiar at all to you? I may just end up using brute force solution of using one Cloner object per Particle Group. Thanks again for your reply and your insights! Nik
  4. Hi Hrvoje Thanks very much for the response. I do not have r20, unfortunately, though I managed to get the general effect I was after with a simple ParticleAge node , and the right decay setting on a Gravity node. I'd be curious about a MoGraph solution, however. But it sounds like you might be saying that the function I'd be after is in r20 only? Thank you again! Nik
  5. Hi all, I have a MoGraph Cloner setup set to Object mode, where a TP particle group is being used as the framework for cloning. The object being cloned is a simple mesh sphere, though the Cloner has MoGraph Multi-Shader applied to it so that the particles are 5 different colors. After a couple test renders, I'm noticing that once I have cached my clones to disk using the MoGraph Cache tag, C4D only renders a fraction of the clones. Here's a side-by-side-comparison: https://www.dropbox.com/s/k4xq8teg9bzfdms/cached_v_uncached.mp4?dl=0 Also, here's my scene file: https://www.dropbox.com/s/4nhz9hnjn5if40o/VID1_Shot05_Disintegration_v13_mograph-cache-test_more2.c4d?dl=0 I did a test in AfterEffects to make sure things line up, and sure enough they do - the only problem is that the cached version is missing what looks to be about half of its clones. Is this normal behavior for the tag, or have I missed something in the setup? Thanks ahead of time for any insights... NpF
  6. Hi all, I'm trying to figure out how I might set up a particle emitter system using TP so that EACH particle that is birthed from a sphere moves at high speed at first and then slows down the farther it travels from its source, at which point a wind or gravity force carries it off in new linear direction. I was playing around with the Texture & Light parameters in the PMatterWaves node, along with some forces nodes (Gravity, Wind, etc) but not really getting the results I'm after. Another potential solution I figure might work would be some kind of setup based on each particles' distance traveled, where a particle can only be affected by an extraneous force after it has traveled past a distance threshold, though I don't know how to set this up either. Link here to a downloadable file where I'm trying number of different things (but again, not quite getting the results I'm after.) Hoping someone can lend some insight. Many thanks! NpF
  7. Reposting here a previous post by contrafibbularities There's a free script called "AngleSelect" by Geespot you may find useful: http://forums.cgsociety.org/showpost.php?p=3963058&postcount=17 You need to be registered at CGTalk to download it.
  8. Greetings all, I've been playing around with deforming a geo surface with ThinkingParticles coupled with the Proximal shader in the Displacer object. It's working ok for the most part, but a finer point is alluding me a little - namely that a portion of the particles are not sticking properly to the surface. https://www.dropbox.com/s/5tzeqmsfe7ckxbo/proximal-shader-particles-events_v03.c4d?dl=0 In the linked scene above, there's a hero Sphere who's surface is being deformed by the particles that land on it, by way of a TP Deflector node (using said Sphere as deflector geometry) and a Displacer object using a Proximal shader with the TP Particles as proximal's reference. This works well in general, but as the displacement accumulates as more particles hit the surface, some of those particles escape, or rather break past the mesh after they've stuck to it for a frame or 2. I'd guess this has to do with a threshold normal angle of whatever polygon each particle is hitting. I appended a PFreeze node off of the Event output on the PDeflector node, but this doesn't quite do the trick. I'm presuming what this should do is bring any particle's position to a halt at the exact frame it reaches the deflector surface, but perhaps this is incorrect?
  9. Hi Hrvoje - Thanks for the suggestion. I just gave it a look though I don't see how that would work since the gizmos in the viewport represent nodes that only seem to exist as objects within Xpresso. Unless there's some secret I don't know, I'm not certain there is a way to access those Xpresso nodes as "objects" via the Object Manager, other than by clicking on the Xpresso tag to open the Xpresso window.
  10. Hi all, An esoteric but simple question: Anybody know of way to make all Xpresso gizmos invisible in the viewport? In my specific case, I have a few XParticles Wind nodes in the scene, and each has its large plane-&-arrow gizmo to represent the wind's direction. This is all well and good, though I like sending clients hardware playblasts and it would be nice to not have those extra distractions. I tried all options in the Display panel and pined through Preferences as well but couldn't find the right check-box. Many thanks NpF
  11. Thanks very much natevplas for the quick response! Exactly what I was looking for!
  12. Hi all, Wondering if anyone knows a way to override the Up Vector of clones on a surface. In short, I have a human cell model that's surface is animated using Displacer and Random deformers. I need to scatter some small receptor structures on its surface, which I'm doing using Cloner's Surface Distribution function. The position of the clones follow the animated surface, which is what I want, however the clones also inherit the normal direction of the surface (polygon, or point, I'm not sure which) which is something I don't want. Rather, I'd like the normal direction to be inherited from the center point of the object itself, so that the clones' positions follow the surface, but they always face directly outward, rather than following the vector of the nearest poly or point. I'm guessing this might be a job for one of the MoGraph Effectors, or alternatively there's some Xpresso-based solution, but I haven't figured it out. Also: Is there a way to make a sub-selection of polygons on the cell object, after I've applied the Displacer Deformer and Random Effector. "Active selection" doesn't seem to be available after these are applied to the base mesh. Thanks ahead of time to anyone with tips! NpF receptors_minimum.c4d
  13. My guess was that it might depend on farm's particular setup, but many thanks for the response and for lending a little more clarity! -NpF
  14. Greetings to Hrvatska, from Brooklyn. Thanks for the fast response - and for the clarifications! 'Tis a pity Xpresso keys can't be shown in powerslider, especially for non-dual-monitor types like me. Best, Nik

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