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deck

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deck last won the day on June 22

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About deck

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    Deck

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    http://www.paradoks.co.uk

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  • First Name
    Declan
  • Last Name
    Williams
  • C4D Ver
    18.057 Studio
  • Location
    Epsom, UK
  • Interests
    Photography, computers, Motorcycles

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  1. Probably best to look into displacement mapping, i.e. create a texture of your text, put it on like a label and then use the greyscale values to push it up or down, blurry image equals softer edges. The above technique won't work going inwards. You need a nice evenly spaced mesh for displacement, ideally. Sometimes you can get away with it if not. All in the manual. Deck
  2. I would start by changing all the tags to moving mesh instead of mo dynamics, you could do the pillars with a cloner too tho not necessary. Your pillars may well fly about because at the moment they are solid and getting catapulted around as the would in real world if unbreakable. So maybe some sort of fracture option there too, possibly with some sort of impact / collision threshold. Also no intersection of geometry before going dynamic as it doesn't like that. Deck
  3. Cheers Vizn That problem went away in the end as the client changed direction. My big issue with it was having a separate texture for each leg as the files were real world print size and I couldn't have made a single map big enough to hold them all. Had I gone ahead I was thinking about projection painting some marks on each leg for say 100cm, which would have allowed me to just render out a slab of texture and then measure it up in pshop. Or on a similar note to test run it with a chequer shader over my main texture. It was a weird one, as rather than putting texture on model I was rendering a big flat slab of texture and then re applying that to the model for visuals, originally texture wasn't required to be on model but only printed, and finally just a big 4m slab of texture was what was supplied. Im still a bit confused over the need for everything to be square and need to look into the BP interface a bit more, if I have a pack sleeve or something at say 40*20cm and i bring that in as a texture, I end up with my UVs jumping from square to stretched etc, but using a square just adds lots of wasted space. Another thing on the study list. Deck
  4. maybe you could use hair for something like that, as its just simple cylinders. Couldn't swear it will be quicker but imagine it would be. Ive not played with hair for a while but you can distribute them in all kinds of ways as I recall. Deck Just noticed CBR already mentioned hair, that would be the way Id go
  5. If you draw in one of the orthographic views, left top front etc, then it should all stay flat. you can add a point with the spline pen tool or cut it with the knife as you would with polys Deck
  6. Hi Cafe I have a job where I have to unwrap some legs of a monster type beast for printing and create the generic texture. I have to unwrap each leg separately and then UV Map each one and apply the same texture. No problem with that but how can make each map the correct scale to each other. The only way I can think of would be to put add a cube or something to the geometry of each one and then scale each map so that the cubes match. Hope Im making sense I don't do UV mapping of weird shapes very often. Im retopoing the legs so have a decent mesh to work with. As usual all tips, tricks and advice gratefully received Deck
  7. Ah, I sort of read it like that in the manual, but just seemed so improbable. Cheers bezo, thought i was loosing the plot for a moment. Deck
  8. Ive solved my particular problem with no rail, but would still like to know how the rail is implemented on a sweep. Deck
  9. Hi Cafe Im just trying to sweep a spline in the usual way, and I have a rail spline to try and keep the thing straight, but i can't see the box to drop the rail in. Where does it go, what am I missing today as Im sure Ive done it before. Cheers Deck
  10. I figured it would be more complex, bit above my pay grade I think. The only thing that sounds similar to me is the follow position option when things are dynamic but I don't think that works when cloned onto an emitter. I imagine one of the cafe mograph expresso heavyweights will sort you out, seems like quite a challenge. Deck
  11. Not entirely clear what your after, do you want clones on an emitter like below, if so you use a regular cloner in object mode with the emitter as the object. Deck emitter cloner.c4d
  12. Heres a little side take on this subject using the polar co ordinates filter in pshop, which doesn't solve the impossible problem, but does solve the squiffy pole issue but then introduces a problem at the equator if we can call it that. But it seems to my simple brain that some sort of extra distortion at the equator might solve it, tho I guess there is something I haven't thought about. A sort of reverse distortion of what you get when creating a HDR or panorama. Changing the V offset on the tag opens up the pole. I couldn't find a herringbone pattern in my content browser so not sure how that would look I will attach the texture as separate jpg. Deck Brick sphere 02.c4d
  13. deck

    New Mac pro

    Thanks for putting my mind at rest guys, Im not too clever with electronics. Maybe save those pennies after all, it would be a big jump from my 2009 mac pro :)
  14. deck

    New Mac pro

    Seems there might be some room for a slightly lesser machine, I like to expand but I don't need eight pci slots and that much ram. I probably couldn't afford even a smaller one but it seems they have made a huge leap towards the very top of the market and all us poor mac freelancers waiting for a decent box to buy will have to wait some more. And its got a 1500 watt power supply, it will be like having my kettle on all day. Deck
  15. where you have the capsule you need to place a circle spline Deck

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