Björn Marl
Forum Replies Created
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Maybe post your setup so i can see what happened.
Cheers
Bj -
PPass is basicaly an iterator that goes through all particles of a group on each execution of the Expression. If you check particles on collision you can imemdiately use the bool output of the PCollision node to enable/disable PDie, or alternatively set the age of a particle to it’s lifetime.
Cheers
Bj -
All three and more.
Polycount: Don’t create more details then you will see. If you can’t realy tell if it’s geometry or not in the rendering go for normal mapping or SPD/Bump
Texture Size: The size/resolution should match what is visible. If you use a 4kx4k bitmap in 1/4 of the visible area of a PAL rendering you are well beyond any reasonable resolution. If one texture pixel matches one rendered image pixel then you got it optimal (it’s not worth to bother to hit it that exactly though)
Plane Size: Don’t subdivde them if it’s not neccesary.Also check this, Mash realy knows his stuff https://forum.3dfluff.com/showthread.php?t=132
During the time i made Maxon Techsupport one of the most common out of memory problems was way to high poly or object count. It seems most people way overestimate the need for geometry and put hundreds of polygons in things that cover 4 or 5 pixel in the final rendering.
Hope this helps
Bj -
Björn Marl
March 29, 2006 at 10:27 am in reply to: NAKD BOXES…Particles from object that do no collide HOW?Seems the cow forum ate my reply from yesterday :/
Ok, instead of typing it all again you can find an example here
https://www.bonkers.de/download/tp_buildingboxes.c4d (180 KB)
https://www.bonkers.de/download/tp_buildingboxes.mov (4.7 MB)
It’s a bit quick and dirty but it does the job.
Cheers
Bj -
Björn Marl
March 28, 2006 at 7:34 am in reply to: NAKD BOXES…Particles from object that do no collide HOW?Trying to prevent existing particles from intersecting, especialy when they are as close to another as in that animation, is hopeless. You have to emitt them in a way that they are not intersecting in the first place. I would creat simple proxy objects where all polygons have the same square size and then emitta particle for each single polygon. The points will give you position and alignment. After emission maybe adjust a weight map accordingly so you know from which points you already emitted particles. Triggering the emission can maybe done using a Null or another object and move it along the proxy. Measure the distance between points and the object and if it is below a threshold and the weightmap sys there was no prior emission trigger emission.
Cheers
Bj -
Use Xpresso and the point node to control the first and last point of a linear spline with two points. You get a spline pointing from one point to the other and you can use a Sweep NURBS to create your arrow.
Cheers
Bj -
No, the RBT will only work on a polygon object.
Cheers
Bj -
If you have Dynamics maybe try this
https://www.bonkers.de/download/rollingegg.c4d
https://www.bonkers.de/download/rollingegg.movCheers
Bj -
There is no connection between the rendering resolution and the size of objects.
Any object no matter how big or small can fill the view completely depending on your camera settings.
Just make sure that the objects fill the render save area and you are fine.
Cheers
Bj