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southpaw last won the day on August 27 2016

southpaw had the most liked content!

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  1. Vertex Map To Thinking Particles

    Here you go. it makes more sense if you read Teknow's detailed break down above. Vertex Map To TP.zip
  2. Rotate separatly object into mograph

    Scene file attached for you. The weird rotation happens because your cube was not at position 0,0,0 within the cloner. So the Random Effector had an unexpected result. I have set the coordinates of the cube's position to 0,0,0 inside the Cloner and this appears to have fixed the problem. I needed to the camera's z-position back and reduce the cube size slightly to view it all. Now the cubes rotate individually. Last note, if you put your lights on a layer and hide that layer from the viewport, it will be easier for you to work as you viewport will be less cluttered. squares_0001.c4d
  3. Rotate separatly object into mograph

    Did you de-select the Position parameter when you added the Random Effector? If your cloner is set to Radial, and you select only the Rotation parameter in the Random Effector, the cubes should stay in their radial positions. If not, check that the cubes axis is at it's centre.
  4. You can use the hair brush tool with its mode set to vertex paint, to paint individual points which will generate a vertex map, this can then be used as a map for hair dynamics tab. Check the documentation on the hair brush tool, that explains it better.
  5. This is great, I understand most of it, the only thingI'm not sure about is the spline control in the range mapper settings. Will read up on it, thanks for sharing.
  6. First Draft Render Settings

    Not sure which renderer you're using, but If you're using the built in Physical Render, try reducing the quality of all the render settings by a small amount, and do multiple tests (I've found reaching by 1 or even 0.5 makes a difference in render speed). For instance, if your subdivision samples are 4, set them to 2 or 3 and see if the results are acceptable for a client preview. That will reduce your render times, but you'll need to find the balance between what's acceptable to show and a decent render time. Failing that, you could render the animation at low settings, so that its quick but grainy, just so the client can see the movement, and then render some stills which use the higher final settings, and explain to the client that the animation will be at the same quality as the stills. Failing that, I think you may have to go with a render farm for the previews. I often have the same problem. I'm debating whether to move to Octane, or wait for Redshift or see what the new Pro Render in R19 offers.
  7. Falloff to control Hair Parameter

    I've found a solution that might suit you, set the rest hold to a percentage e.g 50% in the dynamics tab, then scroll down to the Modifiers section and find the Rest Hold Graph, you can animate the points on this graph to control how far along each Hair Guide the Rest Hold parameter has an effect. Check the Hair documentation under the Dynamics section, read up on the Modifiers section, much easier than setting up the Xpresso solution.
  8. Falloff to control Hair Parameter

    If you want to use Xpresso, I'd guess that you'd need to use the Hair Points Node, in conjunction with some iteration nodes to loop though each point on each hair guide and set it's Rest State's strength at a curtain frames along the timeline. I don't know enough XPresso togged this to work properly, but it sounds like a lot of work to be honest. But the Hair systems Brush tool does have a vertex paint option, (Options Tab, Mode Drop Down Menu) . You my be able to animate a vertex map and use the pose morph to go between the 2 states of 50% - 0% strength, as in the Pixel lab video above. Hope this helps, I'm out of ideas.
  9. Falloff to control Hair Parameter

    I think it can go anywhere. Though people usually add it to to the object they want the expresso to change, or just on a null at the top of the hierarchy. My personal choice is to place the xpresso on it's own null, unless I'm using something like the Hierarchy Null form the Iterate node group. But I'm no expert, It's best to get options from more experienced xpresso users.
  10. Falloff to control Hair Parameter

    In addition to the above ideas, here is a simple xpresso scene file whereby you would move an null object along it's X Axis and the strength of the Rest Hold is changed too. I've added a comment node so that you can read a little about how it works. (You'll to have the timeline paying for the hair dynamics to update correctly as you drag the null). It's not the most flexible expresso solution, but will get you most of the way. You may find the suggested vertex map options better though depending on your needs. Rest Hold Control.c4d
  11. Mograph Cache tag for Fracture

    I think you only need the first mograph cache tag, any children mograph objects will be included i the baking process. Best to read the documentation, as far as I remember, that's how it works.
  12. Showreel 2017

    Some nice shots in there, well done :)
  13. Set the Influence slider to 100%, this controls the constraints strength, a value of 100% will prevent the spline point moving away from it's target (the sphere origin point in this case).
  14. Mograph?

    Here's an old scene file from 3D Kiwi which uses this technique. He made a video tutorial on this a long time ago, but i can't find it anymore. Rotating Cubes.zip
  15. There's the PMatterWaves node within Thinking Particles, it emits particles based on Lights and textures, you might be able to add a tracer to the particles and then add a hair shader or something, depending on your needs.