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Everything posted by pfistar

  1. Thanks for this. I'll be sure to give it a try as soon as I get into r21.
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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?
  8. 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.
  9. 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
  10. Thanks very much natevplas for the quick response! Exactly what I was looking for!
  11. 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
  12. 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
  13. 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
  14. Greetings all, Hoping someone can clarify a few things regarding the MoGraph cache feature, particularly as it would pertain to network or farm rendering. I understand the difference between caching to RAM and caching to .mog file, but if I have some Cloners cached to RAM, will the C4D file hold onto that cache info, or will I have to run a re-cache if I quit and re-open C4D? Regarding the use of .mog files and remote render farms, is there any standard nomenclature for the folder name I should save the .mog sequence to, or does this tend vary from service to service? Furthermore, is it generally better practice to render out the .mog file for farm rendering, or does simply rendering the cache to RAM/C4D file tend to suffice? One more related question: would I see any difference in CPU render-time between caching to RAM/file vs. caching to disk? Many thanks, NpF
  15. Greetings all, Something of a newbie question that's been bugging me for a few weeks now. I'm wondering if there's a way to get keyframes created in Xpresso to show up in the main timeline (below the viewport). I find it a bit of a hindrance to have to open up the F-Curve or Dopesheet to move keys around everytime I need to make an adjustment. Many thanks! NpF
  16. Just found my way back here as this particular came up in my workflow and realized I never responded to you, so sending apologies for absent-mindedness which I hope didn't come off as rudeness. In any event looking at your words above and nodding in agreement - many thanks for helping me make more sense of this obscure but useful product feature! Cheers, Nik
  17. @Jed, Many thanks. I appreciate the explanation! I think this clarifies quite a bit.
  18. Wow, this is great - thanks very much for pointing me in this direction! As I mentioned, I'm quite new to Xpresso (but I should mention I have been studying Houdini for the past year or so, and the approach is somewhat similar). Looking at the way you amended my file, there are still a few things that are a little mysterious to me: So the tag that contains the main setup (Iteration > LinkList > Object > PMatterWaves, etc) has to somehow reference the "Global Velocity" data on each of the spheres, so based on your setup, I would assume the Global Velocity data gets assigned to the sphere object itself through their individual Xpresso tags, and this data gets collected in the LinkList node? I'm a little confused about what exactly the "Tag" operator node and the one next to it called "Xpresso" are actually doing (see attached jpg). In the "Xpresso" node, it appears we're referencing the tag of the first object in the LinkList and calling on it's "Global Velocity" user data? Also, is there any danger in changing the names of the Xpresso tags? In other words, are the names read as string values, or are all references absolute when your working in Xpresso? Sorry for the continued naive questions - I'm trying to wrap my head around how this system works. Many thanks again, Nik
  19. srek, Thank you again for the suggestion! I appear to have figured things out as far as creating an iteration group and linking it to the emitter node so that particles are emitted across all objects at once! Attaching a new file to show. A couple follow up questions, if you would be so generous: I'd love to see the emitted particles inherit some velocity from the emitter geometry so that rather than leaving an immediate trail, they explode outward a bit from the spheres before drifting away. I've approximated the effect (badly) by keyframing a few of the emitter's parameters, but this is of course less than ideal. Here's something from an old post of yours: This makes a lot of sense to me in theory, though I can't seem to make it work in reality (please see my file. Though you're talking about PStrom I don't see how the same wouldn't apply to PMatterWaves). I can't get a green wire when trying to connect my Math node to the PSetData node. I'd guess this is what would happen when you try to connect incompatible data types, but I've set the mode to 'vector' as suggested. I'd also wonder where the Position Velocity is calculated from on the Emitter object (is it per point, or poly, or from the world position of each new particle at its frame of birth?, etc.) Also, a tangental question that's probably a noob question: Is there a way to enable keyframes created in Xpresso nodes to show up in the timeline under my viewport, the way most keys do? Thank you again, Nik XPresso-Iterator-v02.c4d
  20. Many thanks for the response, srek ! While I understand the concept of iteration, I don't have much experience at all with Xpresso so it's still very much a foreign language to me. I looked at this tutorial https://www.youtube.com/watch?v=HT2T9P_tpQo and built the simple scene it demonstrates, however, I am totally lost when it comes to understanding where and how to link the particle generation node (in this case PMatterWaves) into the geometries that I'd want to use as my emitter. In the attached scene, I've dragged the Cube node which I'm running Iteration on into the Object slot of the particle generator, though it appears to yield no results. I'm sure I'm missing a step or two in the process. Thanks again, Nik XPresso-Iterator.c4d
  21. Greetings all, I have a set (9 or 10) of simple spheres or "planets" orbiting around the origin, using a bunch of transformed nulls that drive the animation. I'd like to have each sphere emit some particles, which eventually drift toward the center, but I'd like to save my self the labor of having to copy/paste all the objects, tags and ThinkingParticles nodes to each planet. I would think there might be a way to bake the whole thing to a singular cached geo which could be used as a single emitter surface (vs. making having to set up each single planet as its own emitter). I tried using Timeline > Functions > Bake Objects, though this appears to only create a keyframe for each animated transform track (which in this case, are null objects only), but doesn't actually record the mesh data Character > Point Cache only appears to work on mesh deformation at the object level, but not at the world level, in other words, its parameters are unavailable when the tag is applied to a null object. I've considered turning the whole rig into a MoGraph object and baking that, though I'm not sure whether that would work as I don't know whether MoGraph Bake actually only caches the template points, or whether it also can cache the instanced objects attached to the template points. I've also tried various export / import formats (abc., fbx., dae., etc) but could not find a way to a solution. Hoping someone might have a tip or two - I'm using R18 Many thanks! Nik
  22. Hi DeCarlo Many thanks for your response. I was able to solve my problem using a MoGraph solution, on the advice from another forum (thanks Luke Letellier - if you happen to be on this forum.) By simply parenting all of my geo objects under a MoGraph Fracture, I'm able to treat the array of objects as I would the clones in a MoGraph Cloner. After the parenting, I apply a Color Shader to the Alpha property of each material, and then apply an animated Plain Effector to the Fracture which takes care of turning on the alpha opacity for each object as the Plain Effector moves along. In addition to the Plain Effector, I apply a Random Weight Effector to the Fracture and this takes care of randomizing the total effect.
  23. Greetings all, I'm posting this question on more than one thread as I have a situation that's not quite a newby-question, though hoping to get some advice or guidance on something specific that I imagine may require an Expresso setup, though perhaps it’s possible to achieve by other means. What I’d like to do is animate the visibility (alpha value, but not the Transparency property) of a group of 50 or so discreet geometry objects so that they go from fully invisible to fully visible one by one. Each object should fade from 0 to 100% opacity over the course of about 6 frames, though randomizing slightly this per object would be optimal (some could take 4 frames, some could take 8 frames, etc.) I’d want to make the fade-on time of each object based on its y-position value, so that objects at the bottom of the pile appear first and objects at the top appear last The total animation will need to be about 4 seconds, so at 0:00, none of the objects are visible, but at 4:00 all objects are visible The objects are already placed and I don’t have much flexibility to change this The 50 objects don’t all have the same material. There are 3 discreet materials applied across the 50 objects (but none of the objects has more than a single material applied to it.) The brut-force way to do this would obviously be to set up more materials than I already have, apply them to the appropriate objects and manually animate the Alpha property of each material. Kinda trying to avoid this, since object count is fairly high.I imagine this could be approached something like the following ( though don’t have much experience with Expresso or other scripting to know if this is a wise approach). Get the points of an Array object or MoGraph Cloner to conform to coordinates of the pre-placed set of geo objects Use some animatable property of the Cloner to drive the visibility or alpha property of each object. Any advice here would be massively appreciated!-NpF
  24. @ABMotion - I really appreciate your reply and thanks for the tip! Cranking the scale setting way down did the trick. From MAXON's documentation: It's not obvious to me how this works - seems counter-intuitive to me that a scene who's dimensions are small (like Chad's coffee-bean scene) would warrant a larger scale setting, though I'd guess it's like this: In the case of using the Camera Space setting, I'd suppose that the luminance value of each pixel is rendered based on distance from the camera's node point. I guess the Scale value multiplies the distance span, yielding a more visible gradient by compressing the span of the gradient into a smaller distance, so smaller number would yield an apparent shorter span. Or is the opposite true? Does the smaller number spread the distance of the gradient outward rather than inward? Also, a hypothetical question: is this Scale setting an absolute setting, or is it relative to the scene's units scale? Just thinking out loud here, so don't feel obligated to respond unless you feel like it. In any event, thank you again! NpF

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