Forum Replies Created

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  • Try increasing the Linear Velocity Threshold setting in the Dynamic tab.

  • Adam Trachtenberg

    March 15, 2017 at 11:28 pm in reply to: Material Morph

    I don’t know of any tutorials offhand, but it looks like it’s a circular gradient with an alpha. Could be done with a stacked material.

  • Adam Trachtenberg

    March 7, 2017 at 12:01 am in reply to: xparticles trails question

    I think you’ll want to use a Tendril modifier and set the trail object to Tendril mode. Check the X-Particles help docs and videos for all the details.

  • Adam Trachtenberg

    February 27, 2017 at 9:56 pm in reply to: Rubik’s Cube

    I tried to build one of these a few years ago and as you discovered it’s a tricky problem. I only had a tight deadline and ended up having to fake something up manually. Later I came across an Xpresso rig someone posted which works quite nicely. It uses a COFFEE node which loses me, but maybe you can use it, or apply it to your file. In any case, here’s the one I saved: 11078_rubikscube.c4d.zip

    You won’t actually see the rotations until you keyframe them (using the user data on the xpresso tag).

  • Adam Trachtenberg

    February 26, 2017 at 5:58 pm in reply to: C4d Chrome reflective effects and more

    A basic chrome material is easy to create. Set color to black or very dark, turn off specular, and set reflection to a high value (80-95%). The key to getting a nice looking chrome render is to have something in your scene that the material can reflect. The best way to do that is to use an appropriate HDRI mapped to a sky object. If you want the reflection only and don’t want to see the background you can place a compositing tag on your sky object and uncheck the “seen by camera” box.

  • Adam Trachtenberg

    February 25, 2017 at 5:34 pm in reply to: How to make borders in boole more smooth?

    In this case you’d want to use a material to create the effect. Place a circular gradient in your material’s alpha channel.

  • Adam Trachtenberg

    February 15, 2017 at 9:29 pm in reply to: Wrong movement from one point to another

    Hard to tell from the pics, but my guess is that you’re experiencing an order of rotation problem. You can see the problem illustrated if you activate the rotation tool and then check the “gimbaling rotation” box in the attributes manager. The best way to avoid it is to nest your object in a series of nulls. Instead of animating the object’s rotation, animate the nulls’ rotations (one axis per null).

  • Adam Trachtenberg

    February 14, 2017 at 4:58 am in reply to: Metaball in collider object exceeds limits

    This is something that would benefit from a dedicated fluid sim (X-Particles, RealFlow, etc.), but you might try using a boolean object to cut away parts outside of the glass.

  • Adam Trachtenberg

    February 11, 2017 at 5:32 pm in reply to: Delay fracturing with R18

    What I would do is keyframe the dynamics tag on the voronoi object. Specifically, in the Collision tab, set Individual Elements to None and then keyframe it to ALL (or Top Level) before the blades start up. You’ll also probably need to keyframe the Trigger paramter in the Dynamics tab at the same time, changing it from immediately to “on collision.”

  • Adam Trachtenberg

    February 7, 2017 at 1:36 am in reply to: Issue with Blue/White dots in C4D Scene

    Looks like you’re using the Lens effect on your lights and the Reflexes option is causing the dots.

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