Forum Replies Created

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  • You can adjust the force and radius in the hair collision tag.

  • There’s a number of ways you could improve the dynamics here, but it will seriously slow down the playback and render. For example, you could increase the steps in the hair dynamics settings so the collisions are sampled more frequently. You could enable “surface to hair” in the Hair forces settings simulate wind from the butterfly wings. You could use hair collisions instead of guide collisions. Etc.

    However … I think the best way to address it is to cheat. Render a separate pass with just the butterfly and comp that over the render with the grass and butterfly. You may need to roto a bit to preserve the grass overlapping the wing edges.

  • Are you using global illumination?

  • Adam Trachtenberg

    June 6, 2014 at 3:07 pm in reply to: Keep flag on the flagpole

    This is what the cloth belt tag is for.

  • Adam Trachtenberg

    June 5, 2014 at 9:18 pm in reply to: Sweep NURBS growth w/ Tracer Object

    Here’s a sample scene: 7585_strippedwiressweep.c4d.zip

    What I did was clone a null onto the particles and trace the clones. Then I baked the cloner with a cache tag and duplicated it. Then I offset the animation of the copied cloner using the offset parameter in the cache tag. Then I created a second tracer referencing the second cloner.

  • The dynamics cache won’t work for parametric soft body objects like your metaball objects. In order to make that work you would have to convert the metaballs into real geometry.

    If you want to try it without cache, and you want the render to look the same or more similar to the editor, you need to change the metaball settings so that those objects have the same number of subdivisions in the editor and in the picture viewer.

  • Probably the biggest CPU killer in terms of viewport performance is object number. If you have hundreds or thousands of objects that aren’t animated you might see if you can join them into a single object, or at least fewer objects.

  • Adam Trachtenberg

    June 4, 2014 at 1:06 pm in reply to: Can’t see the grid

    Is the perspective viewport active when you’re checking the filter settings? Like a lot of filter settings this can be local (per viewport) or global. The only other thing I can think of is that it might be a clipping issue. Try running the perspective port’s View>Frame Default function.

  • Adam Trachtenberg

    June 4, 2014 at 12:58 pm in reply to: Problem fading on Motext word by word

    Yep, it is a bug — confirmed by Maxon US. I reported it about six months ago but additional reports might help push it up the to-do list.

  • Adam Trachtenberg

    June 2, 2014 at 5:51 pm in reply to: How can I make text pop out of this grid?

    Another option would be to use a plain effector with falloff set to Source — in this case the source being geometry in the form of the letters G and H.

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