Forum Replies Created

Page 378 of 508
  • Brian Jones

    September 1, 2010 at 3:15 pm in reply to: extending the size of an object from ONE end

    you can move the Axis with the Axis Tool or use the Modelling Axis Tab in the Scale Tool’s attributes

  • Brian Jones

    August 31, 2010 at 2:58 pm in reply to: New Mac Pro with ATI Radeon HD 5770 crashes

    does it crash if you try it from a different user account?

  • Brian Jones

    August 31, 2010 at 2:56 am in reply to: Gradient Texture

    probably you are going to have to change the mapping of the texture (in the Texture tag) I’m guessing Flat will work for you.

  • Brian Jones

    August 29, 2010 at 3:41 pm in reply to: Problem with modifying a converted object

    You are looking at the effect of the Phong tag. Without it you see every polygon even if you want a smooth surface. In this case the it’s smoothing too much, just reduce the Phong Angle in the Phong tag.

  • Brian Jones

    August 27, 2010 at 2:51 pm in reply to: Metaballs in TP

    put the Particle Geometry object as a child of the Metaball

  • 1020_sttest.zip

    in that I’m just using a custom shader (noise) in the deformer but you can use your texture tag you already made if you want – just choose Texture Tag in the Displace Deformer. But *don’t* put the texture tag on the sphere or it will displace the sphere twice and it still won’t look right, just put the tag on the deformer if you are using the texture tag method.

  • if you have MoGraph you can use the Displace Deformer so the displacement gets done before the Sketch and Toon like this:

    -HyperNurb
    – Object (a sphere probably)
    – Displace Deformer

  • Brian Jones

    August 17, 2010 at 6:24 pm in reply to: R double clicking for selection ray?

    you can also use Shift-RMB

  • Brian Jones

    August 17, 2010 at 6:24 pm in reply to: R double clicking for selection ray?

    you can also use Shift-RMB

  • Brian Jones

    August 15, 2010 at 5:26 pm in reply to: Containing startd particles within geometry

    There were some plugins for standard particles that let you do that but without those (I don’t think they are available/work with the modern versions anymore). With TP it’s very easy, you want the PDeflector node. There are tuts available and you can do a lot just checking out the TP presets in the Content Browser – if you don’t have those they’re on Maxon’s site in the Downloads/Materials and Goodies -though from v11 onwards they should be on your install DVD. Try dropping in a TPStandard emitter and a TP Object Collision and an object to reflect off, the object has to be polygonal, and drag the object into the TP Object Collision/Collision Object attribute. Getting it to work inside an object will mean aligning the normals the right way and/or setting the PDeflector node (it’s in the the XPresso attached to the TP Object Collision) to Front Back or Two Sided. All of it can be done with a single XPresso tag if you are making it yourself and not using the presets FWIW.

Page 378 of 508

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