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iline

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About iline

  • Birthday 02/16/1983

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  • Website URL
    http://edmundbrown.tv

Profile Information

  • First Name
    Edmund
  • Last Name
    Brown
  • C4D Ver
    19.053 Studio
  • Location
    London
  • Interests
    CG, books, politics, writing

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  1. I'll post a scene once I'm closer. But thankfully the explosion isn't caused by intersection/collision, it's kickstarted by forces. Interestingly I looked at Houdini, and the way they do it is with a metaball object (Magnet Force node in DOPs). So in C4D I added a Sphere primitive and made the surface noisy with a Random Effector set to Points deformation, and increased the sphere's radius suddenly = explosion. This works, and the spikes do indeed make the pieces push apart with rotation. Still, the problem persists that once my fragments have Pos/Rot velocities, these velocities are not continued >>> UPDATE: I think I've found it. Dynamics in C4D is so utterly dependent on the Dynamics Expert settings. Because I modelled the bulb at 7m high then scaled the scene down to 20cm, the settings were scaled in kind. The Collision Margin was at 0.0034 - tiny tiny - and increasing this value to 1cm produced better results. The interaction between the fragments and the explosion collision mesh was improved by putting the dynamics Steps per Frame to 15 - i say improved, I mean, made more violent. As ever with dynamics; scene scale, Bounce & Friction parms, and the solver iterations amounts are vitally important. Here's the scene file - please improve upon my research and tell me what I've missed! DYN_BulbExplode_Test.c4d
  2. Had a bit more luck using the Noise falloff in the Attractor to get more variation in the velocities. However, one major hangup is that the dynamics doesn't really pick up the velocities of the pieces. Sure, they all fall victim to gravity eventually, but they really unnaturally decelerate. They burst apart aggressively but then hang in the air like fireworks. Not what I wanted. Using a gravity object (sphere, inverse) might do it... again, any ideas?
  3. Hi peeps. I've used the CV-PaintFracture (great fun!) tool on a mesh of a lightbulb (with thickness). The resulting Voronoi Fracture has, you guessed it, a RBD tag. In the Forces I've dropped my Attractor (set to Force) and this is keyed from like -8000 to 0 to make the pieces push apart like a proper exploding lightbulb should. Now, I've tried a ball of Wind forces, Turbulence, but none of the particle Forces really cuts the mustard. Although a negative Attractor will make an explosion of sorts, there is no way to introduce noise into the force it applies, so the pieces all expand outwards in a perfect sphere, which is dumb. Guess I'm getting used to the Houdini mentality of being able to alter everything... The next thing I'm gonna try - to use Effectors to get the pieces initially moving with differing amounts of force, and then hopefully RBD will pick up their pos/rot velocity. Last resort is a baked voronoi > classic Fracture object, apply noise to the rotation and velocity of the pieces using an Iterator/Hierarchy node, trigger dynamics via Xpresso with a Falloff node...but I'd really rather just introduce variety to the P&R velocities of each of the pieces with a slider...! Any ideas, humans?
  4. UVW and Normals pass aliasing

    Export your Multi-Passes using Physical, because for some reason it anti-aliases the Material UVW channel correctly.
  5. UVW and Normals pass aliasing

    I just did the UV material override trick - still aliased as hell. Oh well...
  6. Alt Gr Key woes...

    Alt Gr does not function as Alt on a UK keyboard, I pretty much only press it to type € and post-Brexit probably won't use it at all. I think the best solution is an OS-level key remapper app, they do exist.
  7. TD Master Section / Now Available

    Yep - it's a great idea. I'm happy to contribute TD tutes if wanted
  8. In the market for a new Laptop

    That brings me to another bugbear - gestures. You can accidentally scale all kinds of objects with the trackpad, except Flash objects. Player controls are miniscule. Nothing doing. You have to add a .manifest file to all progs that are 32-bit native because otherwise they are tiny, but that's a windows 4k issue. But the flash player doesn't benefit from a manifest and lord knows how to force scaling on embedded stuff inside of a browser. I can't even google it. The other thing is really important @smibrand: turn off all the display hotkeys inside of the Intel Graphics display settings. The most embarrassing thing happened - after a morning of me crowing to the people I was freelancing for about how good my new laptop was, the screen rotated and would not rotate back to normal. They were going to pay me money for kit hire as well, but I couldn't use it. I later found out that Intel had their display hotkeys on by default (why? was I born knowing these hotkeys??), as well as all the stupid, stupid mouse + touchscreen gestures that come with windows. Turn all that sh** off and you're fine.
  9. +1 for the FBX route... Export baked curves to FBX and in the C4D timeline, remove extraneous keyframes with the Simplify command. I wouldn't want to process twenty years of data this way, so maybe if you simplify the curves at the point of baking it'd import in one fell swoop.
  10. In the market for a new Laptop

    Welcome to the club. I'm yet to get the RAM (only brand of SODIMM DDR4 available is Ripjaws apparently...) and the 1TB SSD but yeah, it's basically perfect. Once I work out how to scale Flash objects in web browsers for 4k, that is...
  11. In the market for a new Laptop

    I got a Dell XPS 15. It's the nuts: 6700M CPU, 970m GPU, fanless operation under 60% load, incredible speakers, 2 SSDs (user serviceable without invalidating warranty), takes up to 32Gb RAM (not the fastest mHz but DDR4 at 9-9-9...) - the best feature is the thin-bezel 4k touchscreen. You should see Maya on it. It's a whole new world of mobile CG. I totally recommend it. Can't say that about any of the new MBPs, sadly, they're not really all that 'pro' anymore. I missed that boat. But hey, this lappy should last ages.
  12. Cheers fellers. Yeah, I had a go, I just feel it should be a clickable mode, you know, one of those things that newbs accidentally keypress that make them trash their prefs file... :)
  13. You know when you're scaling and extruding on a rectangular object, and the width of your extrude/whatever is thinner or fatter than the height? I wish there was a mode/modifier on the Scale tool that preserved the aspect of the face I was working on. The size attributes are freely readable in Coordinates; if I could be bothered to download the SDK it would still take a while to edit the functionality of a tool. It could be really easy for someone less thick than I. If I'm making a schoolboy modelling error, or the tool exists already, now's the time to let me know.
  14. Character Rigging in Depth?

    Bret Bays' Siggraph rewind from 2015 on Cineversity are really in-depth and show best practice: https://player.vimeo.com/video/136953679 https://player.vimeo.com/video/136955792

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