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Ogunzinho

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About Ogunzinho

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Daniel
  • Last Name
    Ogunzinho
  • Location
    London

Cinema 4D Information

  • C4D Version
    19.053 Studio

Hardware Information

  • CPU/GPU
    Intel i7 2.7Gb / Quadro M1000

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  1. Easy peasy PDeflector node with 'Event only' ticked and use the Boole output from that connected to the 'On' port of PDie. Voila! A particle killer linked to invisible off-camera geometry in your scene!
  2. OK, thought: Better to create a collider, and rig it so particles vanish on collision. Set the collider dimensions just out of shot. I'll try that
  3. Hiya I'd like to rig some Xpresso which makes sure that thinking particles which have been emitted from a PMatterWaves emitter that drift out of shot (no longer in camera view) are killed off immediately. I've frequently thought this would be a super useful rig for a number of reasons, not least of which is keeping Alembic bakes (to open up motion blur and depth of field, which otherwise won't function correctly) to more reasonable size. I've a 6Gb cache at the moment that is mostly particles out of shot later in the timeline, and even using Krakatoa to render is dragging on...200 million particles being generated, for a few wispy pixels in the shot (only 175,000 particles in the sim. I tell you, Krakatoa is a wonder to work with) So, yeah. How to kill off thinking particles in a sim when they are off screen from the active camera view? Thanks a lot! I'll keep you posted with a few experiments if I get anywhere
  4. Hey there That's brilliant, thanks a lot...I moved on and found other workarounds, but I'm Thinking Particle crazy at the moment, and this is a pretty elegant solution which I think will prove very useful in future. Cheers!
  5. And that's how you bake a particle sim without geometry for rendering pyrocluster. Bear in mind, that Thinking Particles doesn't work with depth of field, but baked alembics assigned to either geometry or pyro shaders do From another thread, they will also solve any weird issues your cloners or particle sims might have when rendering motion blur and delay effectors or other time-based effectors that go bananas with mo-blur in the Physical Renderer. As soon as this project is finished, I'm learning Redshift.
  6. Hello Anybody have any idea how I might use Expresso to get a particle cloud from a PStorm emitter to assign, at birth, particles to one of two possible subgroups? I want to take a particle sim which is currently grouped only as 'ALL', and end up with the same sim, but the particles randomly distributed between 'GROUP A' and 'GROUP B' - probably not that hard, if you know how Any help much appreciated, thanks Alternatively - any way to assign one of two possible materials at random to the particles in the 'ALL' Group? at birth? So each particle has a random chance of getting Material A or Material B? That's the end goal. Cheers!
  7. Aaaand, Dr. Alembic to the rescue, once again. Note to Self: Before you post in C4D Cafe, *have you tried exporting an alembic*? To elaborate: Select the Particle Geometry object. Go File / Export / Alembic.abc Name the Alembic File you are going to generate, it defaults to the current filename. Tick the options you need: You must set the start frame and end frame for the export - this has caught me out a few times, it doesn't update to your current range automatically, you have to tell it, it stores your last settings. VERY USEFUL FOR THINKING PARTICLES: You can set subframes for the export animation. I find 5 gives great results, 8 really accurate, and 10 will radically change the look and particle count of your animation. This is often a big problem with TP in C4D, as it calculates per frame, so if your emitter is moving fast, you get ' pancakes' of particles emitted in frame-clumps. Some wild Expresso is needed to solve this if you keep calculating the particles from the emitter. Don't bother. Get your simulation as close as you can *and bake that puppy with sub-frame animation set from 5 to 8*. Now, listen to your cheers. Look at the smile on your face! Other settings requiring a tick in the export options for this example : Selection Only, Cameras, Particles I also ticked 'Points Only' (Geometry), but don't think it was relevant. The export only bakes data that's there, so don't worry if you assign stuff you won't need. Don't assign Particle (Geometry) in this example, as Pyrocluster precisely doesn't use any! wink You then just File / Merge your current file (Save first) with the newly created Alembic.abc file. Voilá! You have a baked particle cloud, can scrub it, and if you did it with sub-frame animation, it looks Gorgeous!! You can also no assign geometry to it if you want via a PPass node in Expresso to a PShape, selecting the newly created Particle Group from the Simulation / Thinking Particles / Particle Settings window and dropping that in your PPass node. Add whatever geometry you want to use to your scene, and drop that into your PShape node. This means you have a baked simulation, but can render perfect spheres using primitive geometry with very few vertices by selecting the 'Render Perfect' option in the primitve menu. If you're rendering on the cloud, this will save you tons of time and cost in a sim with many particles assigned to spheres, or if you're rendering on a network, again, you won't need to bake spherical geometry. I love alembic exports.
  8. Hi I've a problem: I need to bake a TP simulation which has pyrocluster shading, not assigned geometry...Absolutely necessary because it's being rendered on a farm, so distributed / non-sequential frames being rendered... I can't find any documentation or threads anywhere. I know how to bake geometry from thinking particles, but if you use Pyrocluster, you just assign the shader to the 'Particle Geometry' object (found in the 'Simulation / Thinking Particles' Menu), and it takes over the particles, and ignores any geometry you may have assigned to the particles. There *must be a way*, surely? Any help much appreciated, thanks Daniel
  9. Haha! What with a GLOBAL PANDEMIC giving us all a chance to seriously do the stuff that usually is just not viable, I went deep into this :) Let me just say, that Works. It is the ONLY thing that works, trust me on this... I copied the cloner, same effectors, swapped for the sphere, used mograph selection to have only the relevant sphere in the matrix visible, and no joy. So I used a shader effector on THE SAME CLONER to isolate a single sphere using the 'Sort' mode instead of default 'Iterate', with a shader that was just a tiny white square in a big black square (made in PS) with the black area being planes and the white area being the sphere, all the effectors from the same cloner, etc...and the renderer still could not parse it correctly, Bake the cloner to an alembic, and enjoy your DOF and Motion Blur! SHOULDA LISTENED TO YOU EARLIER @HAVEALOT ;)
  10. UPDATE: Just found this in the Help Files, I think it's the culprit... Spring (Delay Effector) As the name suggests, the clones will behave as though they have springs between them, resulting in slight residual oscillation. Over-oscillation can also occur. Large values will increase residual oscillation, i.e., the larger the value, the softer the springs. Note Problems may be encountered when using this Effector in conjunction with Sub-Frame Motion Blur (see Post Effects in your Cinema 4D reference manual). I guess they know about it already, and it's not just SFMB in Standard, it's Physical too... At least I can leave it alone and find a workaround. PEACE
  11. The real kicker here is that without the bake on the Mograph, it works just fine! That's not much good if you're using a render farm for the rendering though, is it?! WHY DOES BAKING MOGRAPH BREAK THE MOTION BLUR?! Grr.
  12. Strangest thing: Even if I bake the Xpresso-animated sphere in the Timeline, and disable or delete the Xpresso from the Object Manager, so there's only keyframes, the renderer still leaves the sphere static while going buckwild with the clones, which are settling down in their animation at this point! It's absurd, the motionblur is being selective with geometry that is moving together in the viewport and observing the keyframes, should be dealt with identically by the renderer. I'll see if changing to a custom Density on the sphere helps...but dynamics are not being used. And motion blur MAHOOSIVELY changes what is going on in the viewport without it.
  13. Don't you just love 'little investigations' with C4D? The screenshots from a new camera angle show what's happening: I've attached frames 49 and 50 to compare with / without Motion Blur. The renderer evaluating MotionBlur is advancing the geometry and interpolating the tweens, but can't 'see' that the Xpresso ties the sphere to the clones it is re-rendering in different - blurred - positions. So the sphere very visibly stays put suddenly, and no longer seems to be stuck to the clones - it's really noticeable if you render from 0-75, around frame 40 it just visibly stops moving the sphere anymore and geometry intersects. This seems like a bug, to me, unless there is a workaround...The cached mograph should definitely be letting the renderer know that whatever it is blurring needs to pull the sphere with it, but it's like the motion-blur rendering cannot evaluate the Xpresso...You can clearly see how stupid the result is, considering the sphere is constrained to the surface of that clone Dunno. How do I try this alembic idea, can you elaborate a bit? I don't see how this is solveable otherwise, unless I can somehow get the renderer to recognise the sphere as part of the cloner REF NO MoBlur 50.tif REF MoBlur 49.tif REF NO MoBlur 49.tif REF MoBlur 50.tif
  14. HI I decided to make a separate thread, as the Expresso issue I thought I had was basically resolved over here: However, my actual problem turned out to be something else... I've attached a scene file for anybody who might be able to help. You'll need to cache the MoGraph manually using the tag, pre-cached was too big to upload. If you go to frame 50 and render without Motion Blur active, OK, all is well and good. Now re-render frame 50 with Motion Blur active. The frame range from 40-50 is giving me no end of troubles...All I want is for the sphere to sit neatly on the clone while it wriggles and jiggles, and no intersections between the clone and the sphere...with Motion Blur! This seems impossible to sort out, unless I'm doing something stupid, which is quite likely. Any takers? I will be so grateful to fix this! ClonerPosition_moblur.zip
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