Jump to content

TreeW

Regular Member
  • Content Count

    28
  • Joined

  • Last visited

Community Reputation

2 Noble Beginner

About TreeW

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Tree
  • Last Name
    W
  • C4D Version
    19.053 Studio
  1. I have an alembic file that was made using volumes in r20. When I tried to render out the alembic file in r19, I was getting an "out of memory" error a few frames into the process. The alembic file renders without issue in r20. The original alembic file is 582,705kb. I'm not sure if this would be considered large for an alembic file. I made a smaller (shorter timeline) version of the alembic (around 100,000kb) which rendered once without issue and a second time I was given the same "out of memory" error. It seems like I will have to chop down the original file into a several smaller files in order to get this to render out in r19. I'm wondering why r19 is having issues. It is my understanding that alembics mostly store the basic vertex data and don't rely on specific procedural tools... Why r20 is so much better at managing the file? I would really like to know how to asses how much memory used in my render without blindly guessing, but I'm having trouble figuring out exactly what is going on. Any help on this would be greatly appreciated.
  2. Took me a bit longer to get back to this than I had hoped for... I think I've got things to a point that are alright for me, but I'm still finding these kind of features very awkward to go about making. Is this what you mean by next to each other for the vertices @Rectro ? Thanks again for all the help on this one
  3. Thank you! I'll compare this to mine tomorrow.
  4. Ok so I upped the polygon count and tried to match my topology as close to your last example as I could @Rectro. I've tried recreating this many times and I'm still getting pinching somewhere no matter what. I'm quite baffled at how you were able to do it. Pinching2.c4d
  5. Trying to smooth it out. Does this N-gon need to be fixed too?
  6. Hmmmm.. I'm trying to use one similar to your second example and redirect the flow but I'm still having pinching issues
  7. Thanks @Rectro, these are all great! I think triangles will be ok, however I need to avoid adding extra subdivisions to the surrounding cylinder or find some way of tapering them down.
  8. I'm modelling a few different fish and I'm having trouble figuring out a good way to sculpt their gills without creating pinching. Can anybody help me figure out how to create nice topology for these kind of curves? PinchingCurve.c4d
  9. I'm trying to set up an iteration of cloned objects with a growing scale and then thicken the surfaces with a cloth object. After trying this I noticed that each object had a different sized thickness from the cloth because the cloner scales the objects axes, not the individuall surfaces, so each clone has different scale values in its coordinate system instead of 1/1/1. How would I apply this thickening effect to a series of clones in a uniform way? Is there a way of using the cloner to scale clones and apply those changes to the object's polygons while keeping the scale at 1/1/1? ClonerSize.c4d
  10. Thanks Hrvoyie. I just found out about clusters under the the character tab, I might try using that with disconnected polygons as well.
  11. I'm trying to use PolyFX with a plain effector but I want the transformations to be calculated somewhere other than the normal of each polygon. In the formation on the left, I have created the effect I would like to achieve with a cloner and a series of cubes. I moved the axis of the cube to the bottom corner so that the plain effector would make each cube appear to be growing from its corner. I'm not sure if there is a way to change the axis of transformations with the PolyFX effector, or use other techniques to manipulate the axis of each polygon transformation. As it is now, each polygon expands from its normal/center. Maybe this seems a bit odd, but I am trying to figure out ways of approaching an animation of a growing wireframe structure. I'm ultimately using polygons and cloning cylinders to the edges to create this wireframe effect. I've come to this result because I want to apply deformers to these objects, but use a restriction tag that keeps the corners fixed. The structures need to emerge as these 5 pointed formations from the corners. I'm trying to find ways of doing this emergence animation to single objects instead of structures made with cloners so I can easily apply this effect to more complex structures that I've modeled. Was just thinking maybe something like this can be worked out with the voronoi object? Any tips or pointers would be greatly appreciated! Thanks PolyFXQ.c4d TowerEmergeQ.c4d
  12. Good to know that is how I'm going about it. This sneaky lil guy helps alot! Thanks for all your help.
  13. Ok thanks Cerbera, I'm trying out the first method you listed as well. Your re-topology of the hemisphere looks really smooth. Are you using the HBMB tools to do this? This is the result I got when trying to do so manually. I've been been stuck on trying to get rid of that triangle in the bottom left corner of my mesh.
  14. I'm having trouble finding a good method for combining these two shapes into a single object for an SDS model. If both of the flat polygons intersected the hemisphere and were aligned to its Y axis I think I might be ok extruding flaps and stretching to match. ^ I don't think this kind of technique would work so well for the left side of the object. The flat polygon has an irregular axis and forms a complex curve when it intersects the hemisphere. I can't find any good methods to trace this kind of curve along the hemisphere and then extrude off into a flat plane. Maybe there are some techniques I'm missing that would be good for this kind of thing? WrappedCurve.c4d
  15. Thanks again for these solutions Cerbera! I guess the main problem with my ridge loop geometry is that it terminates along an edge and creates a six point pole? Are you able to come to these solutions because of your experiences with trial and error or are there some principles that I'm missing? (I'm sure it's both) I never would've thought of your quad patch method. Super efficient! I think I have a shape close to your initial syrup bottle form. I went about constructing it in a rather odd way though because I wasn't sure how the top was supposed to work out.

Latest Topics

Latest Comments

×
×
  • Create New...