Forum Replies Created

Page 64 of 494
  • Adam Trachtenberg

    July 8, 2015 at 7:37 pm in reply to: Xpresso and cloner dependency question

    Not too tough. You need to create two plane primitives oriented in the +Z direction. Then one in each cloner in place of the cubes. Then, in the Xpresso setup, drag in each plane and hook up it’s width/height inputs the Cubes are presently connected.

    Did it for you. 🙂
    9030_latticegenerator.c4d.zip

  • The first problem is that you have the inheritance effector’s weight set to 0% in the falloff tab.

    The second issue is that you’re referencing a plane object, which the effector is going to interpret as a single mograph particle. You can get around that by creating a matrix object, setting it to object mode referencing the final destination plane (polygon center mode), and then use matrix object in the inheritance effector instead of the plane.

  • The way the lines go is going to depend on the type of gradient you’re using (assuming you’re the gradient shader) and the UV mapping of your objects. Play around with the different mapping types (e.g. cubic, spherical, flat, etc.) and use the texture tool to move/scale/rotate the mapping in order to give your objects more variation.

  • Adam Trachtenberg

    July 6, 2015 at 7:31 pm in reply to: Glass material render issue

    Would help to see the scene file but it looks like and phong and/or normals tag problem — probably the latter.

    When you import obj. and some other formats the models come in with normals tags. These usually help eliminate shading artifacts, but if you subsequently change the geometry the tags will have the opposite effect. Usually you can just delete them and you’ll be okay.

  • Adam Trachtenberg

    July 5, 2015 at 4:32 pm in reply to: Connect transparency to normal direction

    It could probably be done with the Python Effector … if you know Python. Unfortunately I don’t.

  • Hi Trevor,

    I did a quickie video demonstration showing how I’d start the object. Sorry if it’s a little incoherent.

    https://www.3danvil.com/tutorials/package%20modeling.mp4

  • Adam Trachtenberg

    July 4, 2015 at 4:15 am in reply to: Growing Hair with Gradient Map

    Interesting. So it seems that the hair material can only use the base UVs of an object. Since your color gradient on the C object is centered/scaled via the texture tag, the shaders used in the hair material don’t match (since they can’t be offset/scaled the same way).

    The only way I can think to fix it would be to adjust the object UVs and/or the gradient so that it fits the way you want it without using the offset/scale parameters in the texture tag.

    The easiest way to do that would probably be to delete the existing UV tag, set the texture tag to use flat mapping, and move/scale the flat projection to get it the way you want it. Then, right-click on the texture tag and select “generate UV coordinates” from the context menu. That way the color material and Hair material will use the same coordinates.

  • Adam Trachtenberg

    July 3, 2015 at 4:06 pm in reply to: Growing Hair with Gradient Map

    I’m not seeing the file.

  • What is a bake particle tag? Never heard of that.

    My suggesting would be to use a mograph cloner to put geometry on your particles, and then use a mograph cache tag on the cloner.

    Another option would be to export the particles as an alembic file and reimport them.

  • Adam Trachtenberg

    July 2, 2015 at 9:25 pm in reply to: Growing Hair with Gradient Map

    I just tried it here and it worked fine. You say your gradient is using colors? The texture input in the hair material is only looking at luminance levels, so maybe that’s it. How are you animating the gradient? Via that material or texture tag? What gradient type are you using?

Page 64 of 494

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy