Forum Replies Created

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  • Jim Scott

    January 20, 2017 at 10:38 pm in reply to: I’m not sure if I should be cloning or fracturing this?

    If you have R18 you can use a Cloner with the Honeycomb Array to create your grid of hexagons.

    With a previous version you can use a Cloner in Grid Array mode with your hexagon and a null as children to create an alternating pattern. Use the Mode>Per-Step (above “Size”) to add clones:

    10971_gridarray.c4d.zip

  • Jim Scott

    January 20, 2017 at 7:28 pm in reply to: Making a ripple.

    Here’s a tutorial that may help. Using the collision deformer starts around 15:45:

    https://vimeo.com/119684047

    And here’s a sample project that I came up with as a possible solution.

    10969_shockwave.c4d.zip

    The Floating Ball has dynamics applied to fall and ride on the Water Floor (a copy of the Water plane set slightly below it) which has a copy of the Displacer deformer but with reduced settings of strength and height to minimize its motion. I added a Spherify deformer to it to create a low spot to better contain the position of the Floating Ball. The Collision Ball (with its visibility in the editor and render turned off) is animated to move down to create the deformation in time with the Floating Ball’s falling motion, and then back up after inducing the deformation. The Collision deformer’s Falloff is set to “Distance” mode and the Distance parameter is animated to create the shockwave.

    There may be better ways to do this, but I hope this is helpful.

  • Jim Scott

    January 20, 2017 at 6:44 pm in reply to: Cinema 4D R18 doesn’t open

    If you haven’t already, reboot your computer. If that doesn’t work you may need to reinstall C4D. But before the reinstall, contact Maxon support for help.

  • Jim Scott

    January 17, 2017 at 2:44 pm in reply to: String and Rope

    I don’t know a way to simplify tying strings, but if you want something more interesting than single strands Reeper is nice, and it’s free.

    https://www.codeworkers.de/garage-plugins-reeperx_eng.html

  • Jim Scott

    January 16, 2017 at 7:31 pm in reply to: Material problem

    Changing the color of an Extrude should work just like a Sweep. As discussed previously, enabling the “Display Color” option in the Basic properties of the Extrude Object will allow you to change the color in the display, and for the render if there is no material applied. If you have applied a material to it, the material’s controls will take precedence when you render.

    To round the cap of your Sweep just increase the “Steps” in its Caps and Rounding parameters.

    Just as for a polygonal object, to move the axis of a spline you must first make it editable (keyboard shortcut – C). You can then enable axis modification (L), move it with the move tool, disable axis modification (L again), and then move, scale or rotate it in reference to the new axis. Make sure that you are in model mode when doing so. As far as centering the axis of a spline is concerned, Nitro4D, a great source for plugins, has a free one – MagicCenter – that will center the axis of an object or a spline.

    https://nitro4d.com/product/magic-center/

    In a quick Google search I also found this discussion concerning centering the axis of a spline which you might find useful:

    https://www.c4dcafe.com/ipb/forums/topic/82449-center-axis-on-helix-spline/

    I hope this helps.

    Edit: the Axis center commands that you referenced in the Mesh menu will work for a spline as long as you first make it editable. That Nitro4D plugin may have come out before C4D integrated that function into its own menu, so take your pick.

  • Jim Scott

    January 15, 2017 at 10:09 pm in reply to: Material problem

    Just in case I assumed too much, in order to render a spline you need to create geometry by making it a child of a Sweep object and designating another spline to be swept along it. In this example I swept a circle along an arc.

    And to edit my last post, the “Display Color” option will affect the render if there is no material applied to the object.

  • Jim Scott

    January 15, 2017 at 9:53 pm in reply to: Material problem

    Glad to help Scott.

    The “Display Color” option allows you to change the color of the object in the View window only – useful as a way of differentiating objects. It doesn’t affect the render, but only the “display.” When you render, C4D will use the texture that you have applied to the object in the Object Menu.

    When using splines, add your texture to the Sweep Object, not the spline. There needs to be geometry to apply the material to for it to do anything.

    If you are still having trouble post a sample project and I can help further.

    (By your spelling of “colour” I’m guessing you’re a real Englishman… or from one of its colonies. 😉

  • Jim Scott

    January 15, 2017 at 6:11 pm in reply to: Material problem

    Using a flat projection you are essentially applying a decal to the eyeball (a sphere).

    When you then rotate the sphere to make the eye look up you are exposing the bottom of the decal. As Brian said, by adding a white texture underneath your decal you will hide that. You could also turn on tiling which would repeat the decal, and as long as you don’t rotate the eye far enough to reveal another pupil the effect will be the same.

    Another option would be to right click on your texture tag and select “Fit to Object.” This will stretch your decal to fit around the eyeball but will result in enlarging the iris and pupil.

  • Jim Scott

    January 15, 2017 at 5:09 pm in reply to: Veins texture

    For the kind of control and detail that I think you would want for this I would use BodyPaint 3D. That way you could paint veins of the appropriate size, color, etc. over all areas of the fetus that you wanted them, while leaving other areas alone.

  • Jim Scott

    January 15, 2017 at 4:44 pm in reply to: How can I render exactly 1 pixel per C4D unit?

    Thanks for taking the time and effort to share your project Eric, I really appreciate it.

    In looking over your scene I noticed that the camera is not square to the plane (it’s skewed on H and P) which is probably inducing the stretching that you are experiencing. If you disable your camera and return to the default one, and switch to a perspective view, you can pivot the default camera and see that your front projection camera is looking at your plane at a rather pronounced angle, which would result in stretched tiles in the final image.

    I’ll leave the testing to you, but I think if you redo your renders with the camera zeroed out on H, P, and B you should get the result you’re looking for.

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