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About iline

  • Birthday 02/16/1983

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  • C4D Ver
    19.053 Studio
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    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. 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