PBR Renderer
PBR Renderer


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  1. you say it will go up and down but it wont bounce. What do you mean by bounce? Its not clear to me what you are aiming for
  2. the light intensity
  3. You can use the Math:Add node to hook them all up properly so they work simultaneseously. Which will mean that sliders with the same parameters. For instance the rotation in all three, will all be used as a mix. (slider 1's value + sliders 2 and 3) But if you only want the current "activated" slider to have control. What you can do is make dupes like you have done. And use the "On" port. Then have that On port which is a boole be controlled by a switch. And that control can simply be something like " if slider number three's value is more than 0 than produce an off on the switch". And have that switch go into the other two dupes where you have your other sliders hooked into. And that switch can be based off anything. Maybe you only want the slider to be active that has been pushed the furthest. then have that control the switch. you get the idea.
  4. Copy your selection tag and drag it on to your voronoi fracture and use that one for the random effector, since its looking at the voronoi fracture and its effecting that. or add the random effector to the cloner as well and then your tag will work. both options give different results. the first will randomize all the fractures, the second will randomize the entire clone of the fracture pieces
  5. I guess it wasnt there in older versions... hmm, it should be though. you can cache dynamics right.
  6. baking the dynamics seem to fix it. in your project settings (ctrl d) - dynamics - cache
  7. The range mapper didnt convert anything though. Like in my example I had already put a result node on the output of the rotation, knowing that was the output that would go into the rangemapper. the rangemapper didnt then convert it again. it just read it the same as my result said. which was low 0. highest was 0.768. I didnt change the rangemappers input mode. my workflow would have been the same if the original result came out in degrees. would have looked at its highest inpput, in this case 44 and then map it to the 61 he mentioned. Thats what I mean with, I didnt use the rangemapper for any converting. just mapping its inputs range to the output range of 0 to 61.
  8. The range mapper wasnt there for any converting of the radians. But just for the data he wanted to output. say later, instead of him wanting to move his rod by 200 and not 61 anymore, he only has to change the last value in the range mapper. The range mapper is juist one in between node. which is simple enough I mentioned the radians because if you didnt know you might think that if i rotate my object 50 degrees and plug that output into an objects x position, it would move 50 on the x. which isnt the case.
  9. I think you have the right the idea with the range mapper. just set that up properly and it should work. remember that the output of your rotation is in radians not degrees. so you map it that your change in your rotation equals to the change in position. You can connect a result node to your output of the rotation. it will start off with 0.. thats your minimum input there for the range mapper and then whatever the result is for your max input. which in your case is 0.768 (44degrees). Thats your up input. and the range mappers output would just be the difference in your position, which is 0 to 61.
  10. add this final line: cloner[c4d.ID_MG_MOTIONGENERATOR_EFFECTORLIST] = efflist
  11. Normally it works fine. but looking at your video, you seem to have a bit of a weird setup with a cloner in a cloner. Do you have the plain effector in the top cloner? and do you really need a cloner in a cloner?
  12. this is a bit confusing.. lets say there is a way to output a AO alpha. wouldnt that just be an inverted pass of your existing AO pass? So cant you just invert your ao render and use it as a mask to that same ao render in photoshop?
  13. Well paint tool as the name suggest is a paint tool. You paint in your value depending on your brush size. So its not really a gradient drag. But you have some options there, you can use a fall off on your brush. wich is basically a gradient. the smooth option and apply to all is usefull. The more often you click it the more gradual the gradient will be.
  14. Well you could also use a shape that will encapsulate all of the group. a big box shape perhaps. But if multiple effectors are easier, than just do that. It doesnt seem like you will use a 100 effectors so you should be fine.
  15. Well you said your groups are all in different positions. I dont know what your scene looks like and where your groups are positioned. But just have your effector reach your/cover your second group later than the first group.