Forum Replies Created

Page 48 of 508
  • Brian Jones

    November 4, 2018 at 4:30 am in reply to: Cache/Bake Voronoi Fracture?

    Mograph Cache tag? though I am not sure if that’s what you are after..

  • Brian Jones

    November 3, 2018 at 3:01 pm in reply to: Lighting and reflection problem in Cinema 4D

    that image looks like a combo. The shadows under the pen look like GI is probably being used but the shadows of the gold cubes look like a standard C4D light with Shadow Maps with the Bias a bit too high since the shadows don’t actually go to the corner of the cube (most noticeable on the front ones). So not an image with pure GI lighting. Was that done in C4D?

  • Brian Jones

    November 2, 2018 at 9:58 pm in reply to: Lighting and reflection problem in Cinema 4D

    do you know what renderer the original image was done in?

  • Brian Jones

    October 31, 2018 at 10:41 pm in reply to: Caps on a tracer

    I checked Close Spline in the Tracer and it worked

  • Brian Jones

    October 31, 2018 at 1:37 am in reply to: Caps on a tracer

    what’s the tracer’s source, can you post the file?

  • Brian Jones

    October 31, 2018 at 12:29 am in reply to: Spline Extrude / Taper

    c4d’s taper is different as I assume you know. You could do something similar with a Loft – copy the spline and lift it then you could rotate the upper spline to get the same thing but do do it with a deformer it looks like an FFD with only 2 grid points in X/Y/Z to make a simple box then select two of the corner points and drop them. Or select all 4 top points and rotate – which looks more like the max taper.

    12847_ffdasmaxtaper.c4d.zip

  • Brian Jones

    October 30, 2018 at 2:04 pm in reply to: Caps on a tracer

    try checking Close Spline in the Tracer – the extrude won’t add a cap on an open spline.

  • Brian Jones

    October 29, 2018 at 6:34 pm in reply to: Scene gravity issues

    I’ve only dabbled and watched some tutorials but that may be what Planar Constraint is for

  • Brian Jones

    October 29, 2018 at 3:54 am in reply to: Collider Body

    yeah, I ran the rocks and trees through a Polygon Reduction generator and the file is 1/10th the size – rocks are pretty close and the trees are not quite as smooth but I did them all at 95% so the trees you could be more gentle with or put them in a SubD like the landscape to save the load – it calculates the dynamics a bit faster too I think

    12843_icerainfall2.c4d.zip

  • Brian Jones

    October 29, 2018 at 3:49 am in reply to: Collider Body

    – parametric spheres – with render perfect still checked will always render as perfect spheres no matter how squished the soft body makes them so I turned that off in the sphere
    – the unstable bits were always where two spheres interacted with each other so
    – I removed the softbody from the sphere and put it on the cloner with inherit tag set to Apply Tag to Children and automatic for the shape (Moving Mesh is good for rigid bodies that are not a sphere or box etc but not needed for soft bodies) – maybe not necessary because…
    – still unstable and I saw that Shear was 1000 that’s a bunch – adding too much energy to any sim is never a good thing for stability – so I removed the softbody tag and put a new one in with default values
    – I thought the default values were too squishy (though I have no idea the look you are going for) so I increased the Stiffness to 20
    …and I removed the Ghost Tags since they don’t seem to be used (unless you have plans for detecting the collisions later) just to make it simpler while I was testing
    …and the trees and rocks have way too many polygons in them – makes the dynamics slow and the file large (relatively speaking) – you can do a lot with textures rather than have objects that dense

    12842_icerainfall2.c4d.zip

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