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foxtuon

Regular Member
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    30
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11 Noble Beginner

About foxtuon

  • Rank
    Cafe Junior

Profile Information

  • First Name
    Matt
  • Last Name
    Hafez
  • Location
    Wisconsin, USA
  • Website URL
    www.mamaportfolio.com

Hardware | Software Information

  • C4D
    R21
  • OS
    Windows 10
  • GPU
    Ryzen 3700x , 1x RTX2080 , 2x Quadro M5000

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  1. Okay here is what I made: *Maybe add a limit to particle travel, which will limit the length of the trails, either by keyframing the curl noise or add a speed control as in the scene attached. *A follow surface modifier can add some variety, as well as constraints and particle connections. Again I'm totally new to all this so maybe there is a faster way to do this, as this sim takes quite sometime to run. https://www.dropbox.com/t/rm3uypqMiYiZ9uZk good luck. -Heads up, Redshift renderer, C4D 21, and Xparticles.
  2. Okay, total newb here. I had an idea that might help idk! I also used xparticles here not TP, maybe a TP guru can shed some light So, the structure was a particle volume. a collider mesh as well. some curl noise, turbulent noise. an emitter with long life to build the walls, then another with a short trail to create the moving ones on the outside. unfortunately my machine isn't made for such massive structures .. I also tried the round corners in the rs material to create the slimy/thick intersections, but apparently it doesn't work on RS curve objects, or I don't know how to con
  3. S22 made me miss the golden days, when you owned the software CD and license key!! Software developers back then made money too. I still have my Alias Wavefront Maya 3 CDs .
  4. I'm just not happy that this update is only for subscription only! I wonder what are the technical obstacles that blocks these new features from being available to perpetual upgrade.
  5. So active MSA Perpetual holders (like myself) should ignore everything S22 and go hibernate. wait till MSA is over "later this year" and pay for the upgrade not cool! unless I got it wrong!
  6. Alright, So it worked for this specific project. you can see the result, I'm pretty satisfied for simple/single objects. But the solution I'm trying to figure out is yet to be found. as the setup I am working on now is more complex. I ended up using a baked cloner grid array in a Voronoi fracture object, and random effectors. Will keep looking.
  7. Thank you so much I will give it a try tonight.
  8. Good evening, I'm trying to randomize a parameter (in this case, the inner radius of a tube) across a cloner array. I can't figure how to affect the clones individually instead of the main object only. -Problem number two is the Random integer, keeps changing per frame, I want to freeze transformation for each instance. So I assume it will have something to do with the instance id. my mind can't figure out the link Did anybody tackle a similar problem? Thank you. clones data.c4d
  9. Thanks @bezo , for clarifying the .022 issue, and yeah I have the Adobe CC suite. It is so confusing, I updated again to .115, restarted, and the problem still exists. @Rectro thanks for trying the c4d file, could you try importing the FBX from the zip file into Rizom directly and see if the exists? This problem is affecting my 3D scan texture workflow, since I unwrap uv in Cinema, export FBX, and build texture in Metashap. If all my process happens to be in Cinema 4D, I don't notice this issue. Same (problematic) FBX, works just fins in Substance Painter
  10. So I am assuming it is either when exported to FBX or only on my computer. another funny thing is that it for some reason reverted my Cinema to the older .022 version, I checked Yesterday when Cerbera asked me and it was .115! I guess it my windows. anyway, I'm attaching another scene, with the exported FBX this time, and a video of how this looks. sorry for the watermark, but the windows built-in recording sucks! Another observation was it always happens to faces not facing the camera when projecting! I ran the updater and it showed no updates available ... I will rest
  11. uv_issue.zip So I thought that this issue was related to me importing scan mesh in FBX from Agisoft Metashape. I decided to start clean all from within Cinema 4D. but yeah, it is happening with meshes created in Cinema too. Attached is a simple scene.uv_issue.zip 1- Created a platonic 2-made editable 3-deleted current UV tag 4-selected few edges for UV 5-Paint setup wizard for a new UV tag 6-Projection Flat 7-relaxed using ABF with cut selected edges
  12. Thank you Igor, I was just too lazy to start Cinema again yesterday .. I will send a scene file with full explanation of workflow soon.
  13. Yeah. I also have other funny issues, like snapping not working sometimes. it feels like a clean reinstall :S
  14. Hello wonderful members, Since upgrading to R21, I've been frustrated with black UV islands! After generating uv in Cinema, once applying the texture file, or generating textures in other apps, I end up with black? inverted? UV islands! Normals are aligned, no matter the projection I use (frontal/flat) as you can see in the Rizom window ^ I used the same workflow before in R20, never faced this issue. I have to unfold the darker islands in Rizom to fix it, it seems like it mirrors it, invert. IDK. is there an explanation to this so I can avoid it in the
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