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Everything posted by srek

  1. What values do you want to limit exactly? The seed has no influence on any kind of range.
  2. The autoconversion of a float between 0-1 is your problem, due to rounding you effectively get only one integer value, 0 or 1. The divison made sense to feed a gradient, which expects 0-1 for position, but not the seed or salt that expect unique integers.
  3. Salt and seed are integer inputs, if you put a float to them it will be autoconverted. The setup does not make much sense here since the hash node does not care about a specific range of input values, it creates a new hash value for every input value. Just connect the object index to salt or seed (the two are just added internaly anyway). Maybe read up on what a hash function does.
  4. As a technical designer i am with the MAXON design department and one of the people involved in designing the new node system from the technical side. I'm not particular interested in patents, that specific one was an exception since i thought it pretty stupid.
  5. There is no direct equivalent, but the "Render Object" node gives you information like the object index, Polygon ID etc. which you can either feed into a Has node or some other setup to create individual colors or shading for each element. Since the IDs don't follow any exact rule but are based on the current state of the objects and the scene over all there is no linear relationship between them, thus something like the Hash node might be best for what you want to do.
  6. You are missing the information on the number of all objects. See the attached modified scene. Also check out the Multi Shader node. nodes-2.c4d
  7. The Iterator is nothing to fear, check the attached scene. Select the Xpresso tag to see the bool that controls all cubes Enable-Iterator.c4d
  8. You can use a list iterator instead of doing each object nod eindividually.
  9. Math nodes have variadic ports, they come with two by default, but you can create more by clicking on the blue corner and selecting "input". A double click on an unconnected port removes it.
  10. The COFFEE Nodes are used in the softbox setups you are using
  11. SSS is not in the books due to some technical limitations that we can hopefully overcome in the not to far future. Bevel shader has some legal aspects due to patents, the basic technology to implement it is there though. Ocean with foam is something realy complex and i honestly don't know if the node based materials in their current form are capable of it. An approximation is very doable though, but still a lot of work to create it in a usefull way.
  12. Check the attached images to see the main difference. The object is a heavily sculpted plane with hige UV distortions, in the triplanar-off image you can see the stretching very obviously. In the triplanar-on image you can see that there is no stretching, though the transition frome one projection to the next is slightly visible. The main advantage is that it takes practically no effort. Check triplanar01 for an example where a simple tileable wall image produces something that works as a secondary item in a scene within seconds.
  13. Due to very popular demand, here is a puppy shader asset (for any random value of puppy that is) The asset is stored within the scene, you can copy it to an own database, or the preferences database, by selecting it in the asset area, right clicking and choosing copy asset. The asset was build using only a circle shape and manipulation of its projection. Puppy 01.c4d
  14. Only one material node will work and there is no way for the user to determine this. Multiple material end nodes in a single material just don't make any sense, but we can't prevent the user to introduce them via assets or groups.
  15. That port is the actual blending factor, a float value that can be provided by a single value or a grayscale shader or map. To switch the blend mode using another node you need to connect to the "blend mode" port (hidden by default). If you want to make the blend mode available on the outside of a group of nodes you can propagate it.
  16. In general lights do not interact. If multiple lights shine on a surface they just add up to the over all brightness.
  17. srek

    Too big c4d file

    You can right click on an object and choose "Object Information" to see how much memory the object (including children) needs. The most underrated memory hogs from my experience are selections and weightmaps for high polycount objects.
  18. Nearly all of those are in no way node specific. You encounter vectors, matrices and scalars every time you use the attribute manager or coordinates manager. The context is the only thing that is actually node specific in Cinema 4D. As Hrvoje points out, the other stuff is mostly basic algebra and i think you will realize rather quickly that you already know a lot of this.
  19. A Tangent represents the direction of the surface at the point it touches the surface. It is not limited to circles: Tangent space means that the direction of the normal in a normal map is relative to the tangent. The advantage is that this makes it possible to apply the normal map even if the mesh is distorted. In local (object) space or global space this is not directly possible.
  20. I never heard of any convention on this. Not every node system does allow for custom colors anyway.
  21. Curvature maps, or shaders, etc. are very nice for stuff like smudging or landscape setups, think of erosion etc. . One problem with these is that there exists a patent for curvature shaders that makes it hard for other comapnies to provide the functionality. i.E., R20 offers a ray tracing node that makes it possible to create a bevel shader (which is a special variation of a curvature shader), but MAXON can not build such a shader into C4D directly.
  22. While they are not set up as training material (no internal documnetation) all node based materials available in R20 can be analyzed in depth by the user. Either edit the asset or convert it to a group to get access. Also all of the nodes available from the utilities database are assets that can be edited or converted.
  23. A Float value is just a number, like 1.243, 23.543 or -54.95 that you encounter every day. There is nothing special about numbers in 3D. A single float value could define a distance, say the length of your desk i.e. 1.6m. Staying with your desk as an example, it might be 0.7m high and 0.8m deep, giving it a size of 1.6m x 0.8m x 0.7m which is actually a vector and usually shown as (1.6, 0.8, 0.7). That vector would be a diagonal line thorugh your desk and could define the space you need to place it anywhere. A second vector could define the position where this diagonal starts, one of the bottom corners of your desk. It's realy only very basic linear algebra.

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