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About Stuggz

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    Cafe Ronin

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    19.053 Studio

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  1. Hi @Abyss, thanks for your suggestions! By 'fields', you mean like using a plain effector to selectively smash it like in this tutorial? Thing is I've no problem selecting where/how to fracture my object, it's just that having it within a Voronoi fracture object at all means that it's technically fractured from the start, even if dynamics don't kick in til later though right? So SnT picks up on that fact and draws the lines in pre-break... Cel renderer is quicker yeah but very inflexible and doesn't give the right look for our project. We're aiming for hand-drawn... I had thought about revealing the SnT lines in AE and I'll probably go back to planning for that, I was just hoping for a less manual way of doing it! Especially since I'll probably be doing similar work on more complex objects/animations in the near future. Thanks, S
  2. Ah okay, thanks both of you, I'll give that opacity map technique a go. - but surely people have wanted outlined renders of things smashing before, right? Is there a better combo that you'd recommend? (Actually it kinda has to be S&T since that's the look we've gone for in everythign else...) Attached is a simplified project file. So bear in mind I'm after a cylinder that cracks a bit at the bottom first, but mainly stays together, then it smashes entirely once it hits the floor. S SmashTube.c4d
  3. Hi all, I'm pretty new to C4d but learning! I'm trying to make a structure crack a bit, then smash completely when it hits the ground. Trouble is I'm using Sketch and Toon (for outlines) with a voronoi fracture plus fixed connector, and so the fracture lines show up from the first frame, kinda giving away the ending...! My first thought was to start from only a small 'point amount' value under the point generator source and then ramping it up when it hits the ground, but that sends the dynamics crazy at the transition point. plus the lines don't show up int he same place so some cracks 'heal' when it breaks into smaller pieces... Then I've tried using an animated spline as the source, same problems... How would you experienced folk do it? Basically have a Voronoi fracture on an object while not having all the cracks show up until the pieces are forced apart... Thanks in advance, S
  4. Hi all, I'm fairly new to C4D so please bear with me! I've got this scene, where I'm showing a multi-storey building, and how the pillars punched through the roof concrete, eventually making the roof fall down, and then in a domino effect the floors below collapse under the impact. It's not going for full realism or anything, just a simple school classroom demo standard. However, I've fiddled around with it for days now and can't get it anything other than a mess, and can't work out why! The pillars jump around wildly (I haven't connected them to anything but figured it'd be good enough if the whole structure was just stacked up using gravity... oh and bounce is off, friction is high) and the floors explode in all directions. Also the playthrough looks quite different every time I play it, is that normal with dynamics, even with the collision noise down to 0%? Sometimes it looks just aobut okay but I'm worried when I render I'll get one of the bad takes, and I render with Sketch and Toon so it takes a long time! I'm using voronoi fracture for the floors, and manually cut the holes in the top floor that the pillars supposedly made. I made some changes to the project dynamics settings as well as the individual tags, but nothing seems to get much better than in the files attached! So... anyone fancy a little look at the project and suggest what I should do to fix? Thanks in advance, Stuggz. CB_cafesender_v8.c4d
  5. Hi Igor, My scene was huge so i tried to make a simplified example and couldn't make it go wrong so have nothing to offer I'm afraid - I found a workaround for the problem but felt like it should have been easier! (If anyone is interested I duplicated the geometry and stuck the un-displaced roads on the layer above.... clunky clunky!) S
  6. Hi all, Relative noob here, please pardon my ignorance! I've got this island scene, and so far the island has three texture tags on it. Covering the whole island, there's a map color texture, with a displacement from a version of the map i modified in Photoshop that gives the impression of better detail, and roughens it up so it's a bit better-looking... On top of that tag, there's a road texture with color and alpha channels On top of that tag, there's a similar tarmac texture with color and alpha channels. ...problem is that C4d seems to be using the second two layers in the displacement calculation too, so that the roads are rendering as a peaked ridge, and looks messy and low-poly to say the least! I'm just after the roads to be flat lines projected on the already-displaced map. ...Any idea why that's happening? Or what you'd have done instead? I've attached an annotated screenshot if that helps! Thanks, S
  7. That sounds like just the thing - thanks Vizn! S
  8. Hi all, Relative beginner here, with hopefully an easy problem to fix with the help of a veteran... I'm making a simple straight train track, with a train on it. I've used long thin cubes for the actual rails, plus 500+ linear-cloned cuboids for the sleepers. Since it's a straight track, from some camera angles you can see loads of them in the background, stretching into practically infinity... which kills the render for the frames when you can see them. I don't really care what they look like once they're a hundred metres or so away, so am wondering if there's a way to make this more efficient. There still needs to be something there, but not with detailed textures, lines etc - and since the camera moves along the rails I can't easily swap in lower-complexity clones further along the line. On top of that I'm using Sketch and Toon to outline everything. I know I can affect the S&T lines with a 'distance' modifier, which might make them easier to process, (?) but do you any other tips? I've tried 'Connect objects and delete' and also 'Current state to object' and both bring other problems (eg losing sketch style tags) without speeding up render much, so am at a loss... Thanks in advance, S
  9. ...also. While doing multipass render with S&T, the RGBA pass has the S&T lines on anyway, so it's not like I can change much anyhow... is there a way, in the same render, to get a layer that's textured and lit but without S&T lines? Cheers! S
  10. Hi all, So, I'm hoping to get my S&T line types on seperate tiff layers for comping in AE. I've enabled 'RGBA Image' and 'Post Effects' in multipass render settings, 'Separate Alpha' and 'Split line types' in the S&T settings, with the fold and crease types selected. This renders out as separate layers, which looks like it should work, but then... All layers except RGBA and S&T Alpha are blank black/white, and the S&T alpha has lines that are really thick compared to the C4d viewpane render... Firstly, anyone know why I'm not getting anything on the 'separated types' tiffs? Secondly, why are the S&T Alpha lines so fat? I had thought that it must only split things out for the 'overall' line types (ie the ones you select under S&T in render settings) as opposed to sketch tag selections, but I can't see any difference actually... Lastly, it'd be amazing if I could get rendered layers of each sketch tag, or at least sketch material, but I'm guessing that's a hope too far is it? Thanks in advance, S
  11. Thanks again guys, you have both been very helpful. My objects are in a big complex scene with lots of scale-dependant things like S&T lines whose thickness depends on distance to camera... I'll go and experiment a bit myself later anyhow, but just wondering, if I scale the whole project in project settings, how much of those kind of settings get scaled accordingly...? S
  12. Thanks both, I think I've cracked it now. Great tips. I think my problem was a mix of having wonky project dynamics settings and not having the correct initial state. A side-problem though, is that my object, which I want to appear really heavy, appear really light like hollow plastic, despite setting custom mass to 10000 and dampening the linear and angular settings, and turning bounce to 0%... no biggie though!
  13. Hi - I'm quite new, please excuse my cluelessness! I've had some success with colliders, dynamic bodies etc but am stuck on one particular usage. I want to slide in a flat horizontal object with other unsteady objects resting on it, then have the holder stop and the resting objects topple a bit. Kind of like a tray of tall drinks that wobble/fall over when the tray stops moving. So, normal dynamic objects have too much wobble in the first, smooth-moving phase... but when i keyframe the dynamic tag's 'enabled' property from off to on, things jerk crazily when the change happens. So I'm interested to know, how would you more experienced users tackle this sort of task? Any tips? Thanks in advance, Stuggz
  14. Awesome, both very helpful thank you! S
  15. Hi there, Apologies if this has been asked often but I can't find it. I'm trying to get a look where I mix two types of shader on one rectangular object, one as UVW (so it can relate to edges of the object) and cubic... specifically, a plain-ish tiled charcoal sketch texture that covers the whole thing, but doesn't want to be stretched (hence using cubic) and a sort of vignette effect that'll give this rectangle dirtier edge areas, so i used uvw projection on that. I know I can acheive this by mixing layers together in photoshop, but I'm going to apply it to many rectangles of different proportions so want to be able to stay dynamic and not give horrible stretched textures, or a tiled vignette. ..any tips? I expected the 'mix textures' checkbox to help but it only seems to do an 'add' blending mode, which would be the opposite of what I want... i need things to get grubbier/darker when the two materials mix. Thanks in advance! S
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