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spiralstair

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spiralstair last won the day on June 18 2018

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About spiralstair

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    Cafe Junior

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  • First Name
    Paul
  • Last Name
    S R
  • Location
    London

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  • C4D
    19.053 Studio

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  1. Hi I have an animated mesh and would like to attach a null to one of the points on the mesh. How can I do this? Thanks
  2. Hi all - two questions 1. If I have two nulls, both with animated position, is there a tool in cinema to create a simple spline between the two nulls, which will animate according to the position, changing length accordingly? 2. If I have a circular spline how can I randomly distribute points on the spline (i.e rather than uniform subdivision)? Thanks
  3. Hi Cerbera - long time ! houdini node trees don't just go up and down - or in fact left to right - a model can exist in several parallel (universes) at the same time. If you are interested check out Peter Claes's series on building a bridge
  4. Hi @Cerbera do you use spline patch in your modelling workflow? I’ve been lost learning Houdini where coons mesh is very common.
  5. Thanks @Cerbera yes that’s what I thought. Surely this is something MAXON could/should think about adding to the pipeline. There’s been many moments in the last few months where it would have been useful
  6. Hi - do we have any tools beyond motion tracker to bring video footage into the viewport in c4d? im trying to rebuild some moving objects in a video for the sake of dynamics interactions and find motion tracker does not work in all situations any workflow tips would be much appreciated (ideally without leaving c4d)
  7. unfortunately not - forester is procedural and so cannot interact dynamically with other geometry assets. If you were working the other way around you may be able to get this to work by exporting the tree/flora as alembic and then potentially c4d objects could interact with it. But in this case the tree would drive any simulations. And the alembics that forester produces are so heavy that it would take a very powerful CPU to make it work.
  8. Only that if you set / apply a material and define UV mapping before you simulate it should already be correct after the simulation. TBH I don't know if that also applies in MD but it does in C4D, say if you were using its own cloth system. CBR Marvellous Designer attributes UV's to all MD generated geometry before any simulation takes place. The UV attribute doesn't automatically transfer to your export geometry (.obj/fbx/abc) and so you need to manually select it in the export options dialogue in MD. Don't try and (re) project UV's in c4
  9. Hi All can anyone help me figure out a mathematical problem regarding frames per second. I am preparing an animation sequence to go onto a render farm. I have animated a character and camera - which all looks good - except that when I did a hardware render I decided the clip should be half the speed. Now I can't quite work out the best workflow for this. Normally I just leave scene FPS at at 25 and change the render FPS to 50. But the render farm I am working with cannot accept variation between these two and so I need to bake in the slow motion. With
  10. Is it possible to link a null to the moving coordinates of a specific point on an animated mesh? in fact I would like to link several hundred to different points on a moving mesh, but guidance for one would be fantastic. thanks
  11. Don't mix c4d procedurals inside a vray shader as it will cause vray to be unstable and is often the cause of crashes. It also can cause unpredictable results with DR. If you use a power shader you cannot use one of the c4d shaders inside it. Adv bitmap gives enough options to be more powerful than filter, for layers you have Tex Layer Max. There's little reason to use fresnel filter as the inbuilt fresnel options are excellent in vray. The most common limitation with vray shaders is the noise - which are far less developed than native c4d. You can in this case texture a model the
  12. Hi All I have an alembic animation that I have built in houdini - simple question - I would like to include several (render) instances of the same animation within a scene but each offset to start at different frames. I see that its not possible to manually modify instances - but I was wondering does instancing actually matter with alembic? since it is always referring to an external file? it's a heavy file (2GB per frame) and for the sake of rendering I am trying to keep my geometry loading times to a minimum. Is there a way around this?
  13. @Havealot perhaps you could also help me. Using your R20 file - for a separate situation - how would I go about keeping the exposure/time constant (say 50%) and then simply letting the noise animate?
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