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Rendercore Lab


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About Eterea

  • Birthday 07/10/1966

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  • C4D Ver
    R18.048 Studio
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    Zaragoza, Spain
  • Interests
    I like many things, some related to my professional career (graphic designer and "3D artisan") and others not: design, art, architecture, photography, science, technology, cinema, music, literature, travelling, nature...

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  1. UI With a 4k Monitor

    Not sure what will happen with a 4K monitor in Windows… I’m here with 2 screens, both 27”: — Main one is a 5k iMac (5120 x 2880) — Secondary screen is a 2.5k Dell (2560 x 1440) And C4D 18 works absolutely fine and great. But of course: it’s important that OS “decouple” that huge resolution (working at 144dpi instead of 72dpi). I mean: I see ALL (interface icons and viewport content) exactly with same SIZE in both screens. It’s just the resolution (image quality) what is much higher on the main 5k screen. Not sure if/how Windows can “decouple” apps resolution for 4k or 5k screens… But I suppose that a small googling could give you some clue…
  2. How can I model a Mobius strip?

    Sorry, 3DKiwi, but yours is not a Möbius strip. A Möbius strip rotates 180º along path. And yours rotates 360º Rotating 180º gives you a surface with only 1 side. Yours have 2 sides, exactly like a “flat paper sheet” And, of course: in a Möbius strip you will never see those 2 different colours on each side, because… it has only 1 side ;-)
  3. I ask myself, since I have just discovered a possible path (workaround) that could serve on certain circumstances: instead of animating parameters inside the Material, try to achieve our goal animating parameters inside the Material TAG. Since the Tag resides in the ObjectList, belonging to an item that is inside the Cloner, all those animated parameters in the Tag are affected by the Formula Time Offset. Of course: if someone share a better and more complete method to “Time Offset Animated Materials”, it would be great! :-) Time_Offset_Material_Animation_using_TAG.zip
  4. Hi guys! I’m here again, struggling now with Time Offset and Animated Materials. — Imagine you have an Animated Object, a tube bending from -180 to 180 along 24fr — You put this inside a Cloner to create 30 copies — And you add a Formula Effector to the Cloner, with a simple “id” in the Formula field, and change the Time Offset parameter to 1F By this way we have a bunch of clones bending sequentially, one after one, and depending on the Clone ID (this is important for me). OK, all works fine up to here. But now imagine that the original tube has a material which is also animated. Changing from Red to Yellow to Green at the same time that our tube bends from -180 to 0 to 180 I was expecting that all my clones would show that animated material also in a sequential way. But this is NOT true. The sequentially bended clones change their particular colors all at the same time, not sequentially… I understand that this is because the animated parameters of material is NOT something which “lives inside the cloner to be controlled by our effector”… But how I could achieve something like this? (NOTE: the example attached here is extremely basic. In my real scene I have an animated Loft and an animated Material with several evolving gradients. Something much more complex. But I think that this simplified scene can serve as example). Time_Offset_Material_Animation.zip
  5. Hey! That plugin is fantastic! Thanks for the tip, Voytech! :-)
  6. Thanks for your reply, Cerbera! :-) But I’m afraid that it can not be applied for my needs. On my case the Loft is animated (like growing vertically, if you look at first example, moving and scaling the square profiles, one after one). This means that we have not the same edge-count at first and at end… Anyway I’m intriguing about that “Correction Deformer”. I don’t know what it’s. I will investigate… Thanks! On the other hand I have just tried to export the animated Loft as an Alembic file, reimport and apply the Proximal Shader. But it doesn’t work, neither… :-/
  7. Hi guys! Is there some other shader (or procedure)*, apart form “Proximal Shader” to control the surface color around the edges? Proximal Shader does exactly what I’m looking for, but it seems that only works with plain geometry, polygons (maybe I'm wrong, and there is a way). And I need to get this look with procedural geometry (a Loft, specifically) which needs to be animated. In the attached image: that thing at LEFT is a live-loft and it doesn't work as that other thing at RIGHT (which is plain geometry) Some ideas? THANKS! (*) I mean, something to get this done directly inside Cinema. Achieving something similar in postpro —AfterEffects— is my last option…
  8. AHA! Now it works! Then, just to be sure I understand correctly: The problem was that my animation was controlled by an external User Data (inside an external Null), through XPresso. And, to achieve our goal, all those objects (our splines) MUST be directly keyframe-animated INSIDE the Loft. Are these statements more or less correct? I would like to maintain my animation controlled by a Slider (User Data + XPresso), as I originally was trying, but of course if that approach is not suitable, I can change my workflow for this particular case. Since, it definitely WORKS! :-D THANK YOU SO MUCH for your great and fast reply, Bezo. And also for redoing my sample with your solution. Your help is invaluable! :-)
  9. Hi again, guys! Here I’m again blocked with this problem. I have an animated object created using some animated splines inside a Loft. Then I put this object inside a null and this last inside a Cloner. I want the animation in the object be delayed along time. And I need also this occurs following the clones ID’s (this is important, even if you don’t find it really necessary in the provided simplified examples) I then use a Formula Effector (with a simple “id” expression, as I learned HERE) combined with Time Offset. And it occurs that, depending on the specific transforms that I apply to my original splines, the resulting animation IS delayed in some cases (great!) but NOT in others (damm!)… And I don’t understand why :-( Please, download these both r18 scenes and press play button: TimeOffsetWithFormula_WORKS — This works perfectly: there is a spline with a loop-rotation inside a Loft, and the resulting movement is delayed along time. Fantastic. TimeOffsetWithFormula_DONT This doesn’t works as I expected. — There is a bunch of splines moving and scaling inside our Loft (with the help of Xpresso), to create a simple “growing” structure. — And the resulting Loft is also rotating. — The Loft rotation is delayed along time, as you can see. Perfect! — BUT the Loft “growth” is not delayed at all. All cloned Lofts are growing at a time. And I would like the first Loft start to grow first, then the second, then the third… and so on. I’m pretty sure I’m forgetting something obvious, but didn’t found where… :-( Some ideas? Thanks again for your help! :-) TimeOffsetWithFormula_WORKS.zip TimeOffsetWithFormula_DONT.zip
  10. Thanks for your quick replies, Jed & Bezo! (and also for the sample files) Yes, you are right: is just a bit of basic math. I was searching, maybe, for a different node, but is true: just doing those simple operations we get the same result with standard Cinema's Range-Mapper than Modo's Relationship. Not so straightforward as Modo, but definitely affordable… and easy enough! You rock, guys! :-)
  11. Hi guys! Do you know some way to easily create a kind “Multi-Range-Mapper” in Xpresso? I mean: I use Range-Mapper continuously to map a “0 to 1” inputs to a “A to B” outputs. That is really easy and extremely practical for 90% of situations. But imagine you want to map this: — From input 0.0 to 0.3 give me an output exactly from 1.80 to 1.14 — From input 0.3 to 0.7 give me an output exactly from 1.14 to 2.90 — From input 0.7 to 1.0 give me an output exactly from 2.90 to 1.80 In Modo there is an schematic node called “Relationship” (very similar to Range-Mapper) that allows exactly that in a very easy way (see attached image, look how the second point has a 0.3 input and give us a 1.14 output) In C4D we can use a Spline to modulate the Range-Mapper, but there are only two outputs (Lower & Upper) and we can use that Spline to modulate the behaviour inside a 0-1 range, but that is not exactly the same… Some ideas? Big thanks in advance! :-)
  12. Thank you so much for sharing these scenes, Deck! They are really interesting (and intriguing, also). Really appreciate your feedback. But unfortunately, this is not exactly what I was looking for: — On your example you need a separate Sweep+Spline for each tube. And I'm looking for a setup that has only a single Sweep + a Connected group of splines (several spline segments joined as a single object, also). Exactly like in my case 2, where I use the MoSpline trick. — And, on the other hand, the order of growing should not be determined by the space location, but by the implicit spline order (like in a hierarchy). Imagine that every single spline-segment is located on a random position (not all in a row). The space position for every spline-segment should not be determinant. I have the “feel” that using my example 2, and adding some effector or any other trick (maybe some Python node) it should be possible… but, I can not arrive to a solution. For the moment, I will use my example 3, which works exactly as I expect (but giving a crowded object list with complex setups…) Thanks in any case :-)
  13. Hi guys! Do you have any idea to simplify that “Sequential-with-Delay-control Sweeps”? Let me explain: Imagine you have dozens or hundreds of different splines. And you need to animate tubes (Sweeps) with all them. 1. If you need a simple-sequential growth, you can Connect all the individual splines, put inside a Sweep with a Section, and done: each separate tube starts to grow once the previous is completely done (see attached project “Sequential_Simple.c4d”) 2. If you need an uniform growth in you Sweeps (all at the same time) you can use a simple trick, thanks to MoSpline, and maintaining all the 10, 100 or 1000 of your splines joined in a single connected item and just with a single Sweep object (see attached project “Uniform_with_MoSpline.c4d”) Clean and easy. 3. But sometimes you need to fine-tune the growth in a way that you can control and change a DELAY (or even animate that parameter). In a way that every particular Sweep can start to grow BEFORE the previous one is completely done. I have a setup for these cases. Please: see attached project “Sequential_with_Delay_Control.c4d” and move the “Progression” and “Delay” sliders to better understand what I mean. But is not exactly “simple and easy”. I need to put each separate Spline inside a separate Sweep (imagine this with hundreds or thousands… it's a madness…). And then is needed a not-so-simple Xpresso setup. I'm pretty sure that this should be possible using the MoSpline with all the splines connected in a single object and only a single Sweep (like in case 2) by using some kind of Effector. I have tried with Step Effector, without luck. Do you have any idea for this? Something to arrive to the same control than in case 3, with the Delay slides, but with a much more simple setup (will all splines connected to a single object within a single Sweep) Thanks for your help! :-) --------------------------------------------------------------------------------------------------------- ATTACHED PROJECTS (C4D R18): Sequential_Sweeps_C4D_R18.zip
  14. Sweep Nurb Problem

    This is a typical-classic geometry problem: — You can give some radius to the corner for the travel spline (and not a perfect acute-angle-corner) — And also, reduce the radius for section Other than that, you would need to convert to standard geo (make editable) and play with your vertices, boolean, merging, beveling… not a quick fix…
  15. Thanks again, Voytech and Cerbera! Yes, that is, more or less, what I was doing (using also de Selection Object). And, yes, in fact is pretty quick already. Not so direct as the workflow in Modo, but good enough. And I have learn a bunch of great tricks in the video you referred, Voytech! This forum continue rocking as I was remembering from years ago :-)