Forum Replies Created

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  • Björn Marl

    April 20, 2006 at 1:34 pm in reply to: Thinking Particles confusion

    Maybe post your setup so i can see what happened.
    Cheers
    Bj

  • Björn Marl

    April 16, 2006 at 2:02 pm in reply to: Thinking Particles confusion

    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

  • Björn Marl

    April 3, 2006 at 9:20 pm in reply to: Best way to reduce memory demands?

    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

  • 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

  • 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

  • Björn Marl

    March 26, 2006 at 10:36 am in reply to: Auto adjusting arrow between two objects

    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

  • Björn Marl

    March 25, 2006 at 6:22 pm in reply to: Rolling and oval ball.

    No, the RBT will only work on a polygon object.
    Cheers
    Bj

  • Björn Marl

    March 23, 2006 at 5:48 pm in reply to: Rolling and oval ball.
  • Björn Marl

    March 20, 2006 at 8:52 pm in reply to: Align Camera to Photo

    Take a look here https://www.vreel-3d.de for the plugin Photomatch.
    Cheers
    Bj

  • Björn Marl

    March 18, 2006 at 8:52 pm in reply to: Need to create backgrounds in C4d

    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

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