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About pfistar

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  1. @bezo @MikeA Many thanks for all the helpful replies!
  2. Hi bezo Thanks for the reply. I just jumped back into my scene and the Attribute panel is now behaving as it should. Can't explain it - perhaps a bug, or perhaps I had something selected that I shouldn't have? In any event, if I come across the phenomenon again, I will do a screencapture and post it to this thread. Thank you again! Nik
  3. hi bezo This makes sense - will do going forward. Many thanks for the reply! Nik
  4. Hi all! I finally broke down and purchased Redshift recently. It is absolutely a game changer on so many levels, though I’ve come across a handful of very irksome gotchas. Hopefully I’m not offending forum protocol by including them all in one thread, but here they are. Any insights or tips would be hugely appreciated: Material Sample Updates - What’s up with material samples not updating in Nodes panel and Material Manager? I understand that Redshift has to work behind the scenes to render the material samples, but is there any workaround outside of adjusting a setting
  5. Hi all, I can’t figure out what the heck I did to fudge up my Attribute panel. While following Ryan McCauley’s tutorial Redshift Basics series on Lynda.com, I set up a custom UI which puts the RS Material Node where the Coordinates panel usual is. I set the RS Material Editor to show up in my Attributes panel (lower right, where it normally lives) whenever I click on a Node in the RS Material Node panel. I don’t know whether this required any of my intervention or if it’s default behavior, but what is problematic is that it won’t go away automatically when I click on a different i
  6. Thanks very much Srek - I may have to build a shrine to your name at some point These examples are all proving useful - I'm on a deadline until after the weekend but will likely follow up next week with an additional question or two after I've played around with the nodes that are new to me in spare time. Thanks again and cheers! Nik
  7. Hi all, I'm trying to accomplish something which seems like it might be fairly simple, though I'm at a little bit of a loss for how to approach the Xpresso set up for it. There are 3 basic elements: 1. a TP emitter, in this case a PMatterWaves node with a sphere piped into it 2. A target object which basically looks like a randomized point cloud (it has vertices, but no polygons or other geometry info) 3. Some sort of force, could be wind or gravity that would push or pull the particles from the emitter to the target What I'd like to see happe
  8. Hi bezo! Many thanks for the reply. This looks good, though my problem has acquired another dimension in the meantime. So what I'd like to do is animate the textures or shaders over time, so that at first keyframe, the colors of the clones are randomized (by way of a MoGraph Multi material and a Random Effector) and by the last keyframe, each clones' color is determined by its Mograph Selection tag and the Shader Effector assigned to that tag. To rephrase, I would like to blend these colors over time so that at start of animation, the colors are randomized, and they are
  9. Hi all, As the title implies, I would like to assign materials to clones in a Cloner array based on their 'MoGraph Selection' indexes. Is there a way to do this without splitting the clone array across multiple cloners? It might be relevant to note that my cloning mode is set to 'Object' and the object I'm using as a template is actually a Matrix object that references a geometry mesh. File attached: Many thanks for any reply, NpF signal-intensity-graph_for_forum.c4d
  10. So sorry about that!!! File attached... https://www.dropbox.com/s/z4388jlrmaz3zm5/TP-disintegrate-on-impact_3groups_v02.c4d?dl=0 File size is somewhat large due to MoGraph cache
  11. Hi digitvisions, I appreciate the reply, though I'm actually trying to avoid this as I'm trying to hit a deadline and hope to re-render as few frames as possible so ideally I'd like to not have to adjust any settings before Group.2. I'm still very much a novice at Xpresso, but I wonder is whether it's possible to trigger a scale-down by some means that does not involve the 'stuck' particles being passed to a new group. I'm inclined to think that I could extract a velocity value per particle using PGetData node and then single out any particles hitting a zero or near-z
  12. Back again to report that I've made some headway on this (mostly thanks to tutorials by Athanasios Pozantzis, aka NoseMan, and Eric Liss ) So I've managed to get an effect that fades the scale of each particle based on Age/Life.I've also managed to use ParticleGroup2 to emit secondary particles. Here's a gif of what that looks like:https://www.dropbox.com/s/alyu0ictaqkaoh1/TP-disintegrate-on-impact_3groups_v02_precached.gif?dl=0 Also, my Xpresso network:https://gyazo.com/a5fbd333a945a53e78db97015f25ad9c There are still a few things unresolved however. Hoping
  13. Greetings all! I’m wrestling with another ThinkingParticles problem. This time, I’d like to give the effect of small-ish spherical projectiles colliding with a surface and disintegrating into smaller particles which disappear of a few frames (maybe 12 to 24 frames). The effect is for a scientific illustration but does not need to be particularly realistic. I see the step-by-step as looking something like this: Particles are spawned from a geometry mesh emitter They’re driven by some wind or gravity until they reach another geometry surface which is set as a collider
  14. Hi all, I’m attempting to create some randomized point clouds using the “Volume” distribution method and nested MoGraph Cloner hierarchies. In this case, I have some cloned cubes with randomized transforms as the upper hierarchy, and then the lower hierarchy is cloning spheres and distributing them according to the volumes of those cubes cloned in the upper hierarchy. Here’s a screenshot of my set up so far. Left side: This is the desired effect, though in order to achieve this, I had to collapse the upper Cloner hierarchy of cubes down to a group of mesh objects.
  15. 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 Grou
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