Jump to content

Eterea

Bronze Supporter
  • Content count

    151
  • Joined

  • Last visited

Community Reputation

5 Poor

About Eterea

  • Birthday 07/10/1966

Contact Methods

  • Website URL
    http://www.etereaestudios.com

Profile Information

  • First Name
    Cristobal
  • Last Name
    Vila
  • C4D Ver
    19.024 Studio
  • Location
    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...

Recent Profile Visitors

768 profile views
  1. Thanks, Jed! (and thanks for sharing your example) I will do so, for sure :-)
  2. Thanks for your quick answer, Esmall! :-) Yes, of course, doing such thing could be “dangerous”. But if I would do that (in case that such option would be available), I would add a REMARK node to comment what occurs there, in the same way that we comment our code. Adding also alert colors in the “bridge” nodes. It would be useful in my opinion… but… Ok. If no option for that, I will use a dedicated “bridge user channel”. Not a hard thing :-) Thank you so much for the left-to-right remark. I will take that into account, for sure!
  3. Hi guys! Is there a way to translate or drive the resulting data: — From a given NODE, in a Xpresso TAG — To another NODE, in a different Xpresso TAG? Something like having an “instance” of a SPY node, obtained inside a Xpresso Tag, to be also present in a different Xpresso Tag. The only way I can imagine is to create a dedicated “bridge” user channel (residing in an object or xpresso tag) just to be driven from the first Xpresso tag to the second one. But I was looking for a, maybe, more direct way… Maybe I’m forgetting an obvious method? Ideas? Thanks in advance! :-)
  4. Thanks for your feedback, Decarlo. But nope, in my project (more complex than the basic image samples I put here to illustrate) I can not use Cloners. Each axis-spline is unique and specific. Something that can not be replicate using cloners… No problem, I already did the thing using 150 sweeps. Not a terrible situation…
  5. Thanks for those, all great suggestions, Cerbera! Really appreciate your help :-)
  6. Hi, Cerbera! Thanks for your input. Yes, that is what I was afraid: the rotation parameter is completely independent on the splines and it comes from the Sweep object. Fortunately, on this occasion I don't really have 400-500 objects… It will be around 150. Well: patience, I've had to do much heavier things in the past ;-)
  7. Thanks for your help. Please, look at image: — On the LEFT, in red, 8 splines are combined on same object. All in a single Sweep. This solution is very smart, BUT orientation is identical for all. And this also occurs if I maintain the 8 splines, as separated objects, inside a Connect object: all orientations are identical once you place this inside the same Sweep. And also: this occurs no mater you re-orient the individual spline-object axis rotation (bejore joining). No mater what you do, once you place all inside a single Sweep you get the same orientation for all sweeps. — On the RIGHT, in green, this is what I really need: each section has a diferent orientation. But to get this I need to put each spline inside a separate Sweep, in order to control the particular orientation of each section. This is no major problem with 10 or 20 sweeps, but now imagine this with 400 or 500… a PITA. In an “ideal world” I would like to have all splines inside the same Sweep (no mater they are combined in a single object or they are different splines inside a Connect object) and at the same time getting different rotations in the sections. I hope all is more clear now. Probably this is completely impossible in C4D… not sure, hence my question. I was supposing that, maybe, using MoSpline or some other trick this could be achieved? Thanks and best regards.
  8. Thanks for your feedback, 3DKiwi. But unfortunately that does not work for me (or maybe I didn't understood exactly what you mean?) In fact I created those splines exactly as your describe: first as separate objects with different rotation degrees and then combined. And, if you leave them as separate objects (with different rotations) and inside a Connect object, the problem remains there. See both examples, in red and green…
  9. Hi guys! Is there some way to random the rotation for these Sweep sections? Observe that I have a bunch of spline-axis joined in a single object. I want each one of these blades to have a different orientation (the section, I mean). And that orientation must be the same along each individual blade (no torsions) Of course I can create 8 diferent Sweep objects, changing the rotation on each individual Sweep… But is there some other way? (because I don’t have just 8 blades… Imagine this with hundreds of blades…) Thanks for your help!
  10. 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…
  11. 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 ;-)
  12. 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
  13. 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
  14. Hey! That plugin is fantastic! Thanks for the tip, Voytech! :-)
  15. 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… :-/

×