Forum Replies Created

Page 58 of 508
  • Brian Jones

    August 27, 2018 at 6:51 pm in reply to: Removing shadows from objects/materials

    depends on the setup and where lights are etc. but the simple answer is to add a light that has Ambient Illumination checked in the light’s General tab. That assumes either the Standard or Physical renderers. Otherwise you can enable GI but that depends on the materials and other sources of illumination and takes longer to render

  • Brian Jones

    August 25, 2018 at 1:11 am in reply to: Why is Hair so flaky?

    AA for the rest of the scene? With the new Bi-render AA for hair is automatic as I understand it. Haven’t heard of anything like the hair/hair substrates suddenly moving… I’ve seen hair disappear off clones that are moving by dynamics but that was fixed by caching the dynamics

  • not seeing this, you are talking about dragging and dropping controllable elements into the viewport rather than check boxes in the HUD prefs I assume

  • Brian Jones

    August 23, 2018 at 7:57 pm in reply to: Why is Hair so flaky?

    yeah, that’s definite for dynamics – each frame depends on the last so it has to calculate all up to where you are, unless you cache it. Baking to alembic in 20 looks like it will be a good thing.

  • Brian Jones

    August 21, 2018 at 2:59 pm in reply to: Why is Hair so flaky?

    anything to do with mapping? (Hair/Hair Material/Mapping Hair materials)

  • Brian Jones

    August 20, 2018 at 4:25 pm in reply to: X particles play dough

    https://vimeo.com/122409448

    XPConstraints seems more like it but I don’t know how you would maintain the square corners that way. That MTV piece looks more like a square spline swept down a dynamic spline (with a big enough radius to keep from interpenetrating too much)…. someone had a plugin which the demo for looked quite a bit like that but I’ve unfortunately forgotten the name.

    Some contents or functionalities here are not available due to your cookie preferences!

    This happens because the functionality/content marked as “Vimeo framework” uses cookies that you choosed to keep disabled. In order to view this content or use this functionality, please enable cookies: click here to open your cookie preferences.

  • What happens if you save the hair file and merge it into the larger project rather than copy/paste?

  • Brian Jones

    August 16, 2018 at 9:03 pm in reply to: 2 pivot points noob question

    I don’t think it is easy if you have a normal hierarchy of parts. The reality is a forward force in the center of the airframe and the plane turns by braking an outboard wheel. If you used dynamics and forces you could simulate that but the set up and keeping everything connected and getting friction and mass correct so you could apply force at a wheel (Which I’m assuming and not involving the rudder) and get the airplane to rotate around that without wheel slippage (assuming a normal speed) would be a lot of work.
    Getting a normal setup to work would be tough too ( as you talked about).
    What sorts of shots are you using? Can you cheat and cut from one shot to another with two planes, one with the left wheel as the parent (or a null parent on the left wheel) and one for the right, even in a continuous shot you could have two planes and make them visible/invisible at the appropriate times.

  • Here’s with a couple of wind objects, one to add force just before and during the collision (then turned off) to force the pieces forward and a second with a linear falloff to keep the pieces moving backward from moving too far. I also changed the VFracture source to make it so there were more small pieces at the front face when it collides. There are differences if the winds are Accelerations or Forces and the Strength settings. It’s not totally real but much more beliveable.

    12652_glassandbowlingball2.c4d.zip

  • if the bowling ball is dropping onto the glass it’s just a Collider tag on the glass (no fracture) and the same setup as earlier in the thread (12345_xpressotokeepvftogetheruntilimpact.c4d.zip) on the ball. If the bowling ball is rolling that would be different

Page 58 of 508

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