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  1. I'm not sure whether you want each object to to have it's own seed and flicker the same way over the time or maybe just make an impression of that each of them flickers differently..If the latter, then - as Jed mentioned..Mograph and Shader Effector could be helpful. Place your objects under Fracture object. In material luminance channel put Mograph Color Shader. Add Shader Effector- turn off position scale and rotation Transforms and make sure Color Mode is ON. Also, turn off Use Alpha so the effector would use Strength instead. In shading tab choose some Noise shader set it's speed and also tune contrast ans brightness. flicker.mp4
  2. Hi, From the screenshot you've attached it's hard to figure out the way your spline is animated. But here is an example of an Formula Effector being used, which seems to work just fine.. surfConstrain.c4d
  3. You could also use Linear 3D gradient. The problem with that method is that it's hard to animate those start and end points using just numerical values. But you could create two Nulls, connect those gradient inputs to those Nulls by Xpresso, and now you get nice visual interface in the viewport. Animate those Nulls and start and end position of the gradient will follow.
  4. I don't know what effect you are after, but animating by hand will bring more joy and better results I believe.. Just get a disc, animate it's size, put some noise in luminance or/and alpha channels, maybe some visible light.. Proximal shader doesn't really have much options as well as it's feedback in viewport is rather poor.. quicktest
  5. oh sorry , I think I didn't get you right for the first time too, but maybe that's what you're after.. noiseSeed.zip
  6. You could use Shader Effector to drive Multishader, and animate noise seed every 180 frames. But there is no 100 percent guarantee that grey value changes on every hit...
  7. Voytech

    Get The Shadows But Not The Floor

    This white fringe is most likely because of premultiplied alpha. When comping multi pass you want alphas and mattes (object buffer) to be set to straight.
  8. Create two variations of your carpet /plush material ( green, blue or whatever) Throw them on the globe object Use third material with black and white image in alpha channel as a mask Place it between them fabrics Check mix material option on the last Texture tag
  9. Voytech

    Xpresso position between two objects

    When using Xpresso you need Vector2Reals and Reals2Vector nodes to split xyz channels, modify them and merge back together.
  10. Hi, You could create one material with two textures loaded into Fusion or Layer shader. The first one has better response in the viewport though..Then you can animate blend parameter. Create simple User Data controller for convenience, connect it via Xpresso with blend parameter in Fusion shader. If there is no smooth blending between two textures needed – change interpolation to step https://www.dropbox.com/s/vfvgta2fkvpggni/Snap_00h11m14s_001_.wmv?dl=0
  11. Voytech

    Connect more FFDs

    Hi, Assuming that both FFDs have the same amount of points, you could iterate through all points of the first one and pass position data to the second by using point node..
  12. Voytech

    How can I weld a mesh and remove the int

    Did you try Magic Merge? https://nitro4d.com/product/magic-merge/
  13. Funny thing has been happening in my Timeline, never had it before..I have couple of markers placed along whole sequence. As long as Power Slider is stretched across the whole length of the sequence – all markers are visible, but at the moment I squeeze it to last portion of my sequence markers disappear from Timeline. More interesting - after moving Power Slider a bit back, those markers turn up again... some devilry at work.. super annoying..
  14. Voytech

    Shape from Effector

    Mograph Cache and then Current State to Object
  15. I don't have Schetch and Toon to prove it, but your light source should have Shadow option activated to cast shadows on other objects..