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pfistar

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Everything posted by pfistar

  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
  16. Thanks for this. I'll be sure to give it a try as soon as I get into r21.
  17. 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 inst
  18. 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
  19. 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: http
  20. 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 e
  21. 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.
  22. 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 defl
  23. 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.
  24. 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
  25. Thanks very much natevplas for the quick response! Exactly what I was looking for!
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