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  1. @bezoyes exactly! I'm going crazy trying to figure out what you did differently in your scene though, I must be missing something obvious!
  2. I've never been able to figure out how to combine multiple shader effectors together. Here's an example scene of what I'm trying to achieve: I have a plane with a circular gradient on it. I have a shader effector that uses the plane's material tag to change the color of the clones. This is easy and works perfectly. But I also want to have another shader effector, which selects a random color (from a Multicolor shader made of colors I can control). I want those colors either screened or lightened on top of the black/white gradient beneath it. The end result would be r
  3. Jeez, so what's the best way for me to remove a cube shape like this in the future without so much going wrong? I've tried different approaches and everything just seems so incredibly complicated for such a simple result. I just tried to subdivide a face and then extrude it inwards and clearly that fails spectacularly too... https://www.dropbox.com/s/g4epda088lyuf90/cube.mp4?dl=0
  4. I made an extremely simple wall with a cubic shape cut out of it. It's incredibly simple. So why is my bevel deformer utterly failing at nicely beveling all of the edges? Why is it also creating all of these weird artifacts? Notice how the bevel starts to fall apart towards the back of the shape? Is my model damaged or messed up somehow? It looks like every vertice is perfectly connected.. What am I missing here? cube corner.c4d
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