Forum Replies Created

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  • Brian Jones

    September 22, 2015 at 10:44 pm in reply to: controlling object visibility with falloff sphere

    it’s an old channel shader and will look odd in the viewport but look up the Proximal channel. There are number of tutorials out there – you want to use it in the alpha channel of the textures of your complex piece of geometry.

  • Brian Jones

    September 22, 2015 at 6:31 pm in reply to: Making metaball droplets roll down a surface

    ahh, a few errors in my post (edited now) x-particles easy, TP is possible. In that example (it’s way easier when there is an example of what you are trying for)
    – as you say there is no falling rain there, the rain just spawns on the surface and I suspect there is a separate emitter for the drops that leave the surface…
    – I think the trails in the example wander too much for a car at speed (for whatever that’s worth)
    – the trail of spawned particles from each “parent particle” (the blue ones) looks fine as particles but as metaballs would be really tough to trail off in size and how do you texture particles to look like rain (I don’t know a way but it would be great to know one…)
    – it’s a lot easier to do this in x-particles so I don’t have great idea how to do it other than it would likely require TP Move Over Surface (unless you are practiced enough in TP/xpresso to do it without the presets.

  • Brian Jones

    September 21, 2015 at 6:28 pm in reply to: Making metaball droplets roll down a surface

    x-particles would be easy (at least the flowing on the surface part) but without, perhaps the TP Move On Surface preset…

  • Brian Jones

    September 17, 2015 at 11:42 pm in reply to: Random Light Color cloner

    don’t use the noise group in a layer in the Shader effector, put the noises in the color channel of a texture on the Master Cloner (with the noises set to Texture space) and reference the color channel of the texture in the shader effector

  • Brian Jones

    September 17, 2015 at 5:16 pm in reply to: mograph cloner and mesh deformer

    I see, I was missing it in the lines display… had to zoom way in.

  • Brian Jones

    September 17, 2015 at 4:43 pm in reply to: Pipe with Holes

    boole the short section but make it editable before you instance it back in the scene – that should be easier on the PC than instancing booles

  • Brian Jones

    September 17, 2015 at 4:40 pm in reply to: mograph cloner and mesh deformer

    the null needs to go and it helps to align the cage and object before you start and initialize the mesh deformer – this appears to work for me, am I missing something?

    9263_softbodyclonetestfix.c4d.zip

  • Brian Jones

    September 17, 2015 at 3:51 pm in reply to: mograph cloner and mesh deformer

    Cloner (Render Instances = Off)
    –Cage (with Soft Body Tag)
    —-Object
    ——Mesh Deformer

  • Brian Jones

    September 17, 2015 at 2:04 am in reply to: collision node, not working when dynamics included

    I think you are going to have to use the Dynamics Collision Node instead – probably no collision is happening by the rules of the older collision deformer – harder to get the head around, far more powerful but it doesn’t output the collision as a selection tag..

  • Brian Jones

    September 15, 2015 at 3:08 am in reply to: collision and rigid body

    just like in reality where getting two objects to bounce off each other (if they were ‘stable’ how do they hit each other?) and then return to where they are might be possible but practically impossible you’ll have to cheat likely. More info is needed, what is happening? Why do the helmet hit each other? Are they still then move toward each other and you want the magical bounce back to the starting point?

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