Forum Replies Created

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  • Brian Jones

    November 20, 2018 at 2:09 am in reply to: Taming post collision objects

    what are the dynamics for? Gravity is turned off, the cube and the background don’t have collider tags, so all the dynamics tag will do is to cause the particles to shoot around when the particles are born inside each other and nothing else would cause them to collide as the scene is setup now. Turn off Self Collisions so the particles won’t interact with each other looks like the deal but that would be the same as removing the tag altogether…

  • Brian Jones

    November 19, 2018 at 4:38 am in reply to: Floating paper

    maybe don’t clone them but cut the text up (with the knife or a Voronoi fracture with a cube as a source plus some final knife work (or whatever you need for the look))

  • Brian Jones

    November 16, 2018 at 4:23 pm in reply to: Resizing tracked camera move

    if tracked in C4D there is a vector constraint to establish the scale of the scene, I’m not experienced enough with imported tracks to know if that’s possible so I’d try importing the track, scale the scene, then add your objects at the right scale.

  • Brian Jones

    November 16, 2018 at 4:18 pm in reply to: Floating paper

    my first thought would be to start with the end state have the paper fall off wherever (naturally) then run that backwards

  • so you don’t have Voronoi Fracture (if I recall correctly) – then I would go to https://nitro4d.com/product/thrausi/ and get the free version of Thrausi. He has a description video on that page as well.

  • what version of C4D?

  • Brian Jones

    November 15, 2018 at 7:52 pm in reply to: Render output has more polygons than viewport render

    thanks for providing the file it would have been just a bunch of guesses without it. You are using Metaballs to create the clouds, each metaball has an Editor Subdivision and Render Subdivision setting. You want the Render setting to be the same as your Editor setting (44.264).
    Usually the metaball is used for smooth blobs and the editor setting is a lot bigger for viewport speed with the render setting smaller for smoothness of surface.

  • Brian Jones

    November 13, 2018 at 10:24 pm in reply to: Cache/Bake Voronoi Fracture?

    it’s hard to tell but in breaking up a cube with tons of subdivisions with a Voronoi Fracture with a source with 5000 points I was getting pretty good speed until I turned on detailing. I’ve got a threadripper which is about the same speed as your CPU (single core) but I do have a 1080 so maybe that’s where the difference is, unless your object is, in some way, complex enough to be slowing the process.

  • the misalignment of the blue stripes is due to the blue stripes being replicated by an array – the end result of which is the stripes separated in Z but they need to be aligned to the normal (or tangential) of the spline (as the tube is because it’s swept along the spline) not separated in Z from the spline.

  • Brian Jones

    November 13, 2018 at 4:22 am in reply to: Cache/Bake Voronoi Fracture?

    Is Detailing on? Can you post the scene file?

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