Forum Replies Created

Page 28 of 46
  • Jim Scott

    February 28, 2020 at 3:44 pm in reply to: Cinema 4d default materials library

    You’re welcome. Thanks for reporting back.

  • Jim Scott

    February 28, 2020 at 2:33 pm in reply to: Cinema 4d default materials library

    Yes. All of the included .lib4d files, including materials, are installed in Applications > Maxon > Cinema 4D R21 > library > browser. They will all be found in the Content Browser in C4D.

  • Jim Scott

    February 22, 2020 at 11:48 pm in reply to: Trouble Beveling an Abstract Boolean

    Hi Kelvin,

    The problem as I see it is that the topology of the mesh is a mess for beveling. In its original form there is not a simple clean edge around the boole’s cut-out in the wall to easily select and apply a bevel. To view the original mesh select Gouraud Shading (Lines). (Since I don’t have Octane I have replaced all of the Octane materials.)

    To retopologize the mesh I selected the Boole, enabled “Create single object,” and used the plugin QuadRemesher, which gave the following result:

    From that much cleaner mesh I could easily select the edges and use the bevel tool to round them.

    If you are skilled at retopologizing (I’m not) perhaps you could do something similar without QuadRemesher, but there is a free 30 day trial if you want to try it out.

    https://exoside.com/quadremesher/

    Digital Meat has a nice introduction to the plugin here: https://www.youtube.com/watch?v=6hOlJBMNHBw&t=1609s

    One downside of this technique is that it only works by creating a single object out of the boole (the wall and metaball), which precludes texturing the metaball separately. You would need to make a selection of the interior polygons in the cut-out in order to apply another material there.

    Hope this helps.

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  • Jim Scott

    February 21, 2020 at 7:47 pm in reply to: How to save selection with it’s manually set axis .

    Hi Muhammad,

    I’m not quite sure what you’re asking, but if you are trying to animate opening and closing the lid of the box the simplest way would be to move its axis to the desired edge in model mode, and then any rotations will be saved in the lid’s coordinates. It looks like you have moved the polygon’s axis to its edge and are trying to animate the polygon’s rotation, in which case you would need to enable Point Level Animation.

    If this doesn’t help please elaborate on just what you’re trying to do.

  • Jim Scott

    February 18, 2020 at 9:30 pm in reply to: Some questions regarding Cinema 4D

    Yes. You can render C4D projects to numerous image file formats and print from those.

  • Jim Scott

    February 14, 2020 at 4:23 pm in reply to: Control where particles fall

    You’re welcome. Glad it helped.

  • Jim Scott

    February 12, 2020 at 4:44 pm in reply to: Control where particles fall

    Along with a rigid body tag on the particles, you need to add collider body tags (“Dynamic” – off, Shape – “Static Mesh”) to the funnels. Here’s an example below. For the funnels, the lower “traffic light” is set to red (Visible in Render – Off) so they won’t render. I also set the particle “Speed” to zero and set gravity to 300 cm (Project > Dynamics > General) so that the particles would fall more slowly. (I just added transparent materials to the funnels so that they would be more see-through in the Viewport and for the screenshot than enabling “X-Ray” in their basic properties.)

    14024_leakygut2.c4d.zip

    Edit: you also need collider body tags on the epithelial cells so the particles don’t go through them.

  • Jim Scott

    February 12, 2020 at 4:05 am in reply to: Control where particles fall

    Or, perhaps more elegantly, one emitter and multiple funnels.

  • Jim Scott

    February 12, 2020 at 1:45 am in reply to: Control where particles fall

    One way would be to use some other collider objects (set to not render) in order to funnel the particles into the cell openings, as well as multiple emitters for better control. And a wider funnel shape at the top would make it look like the particles were being sucked through the openings (assuming that’s what you want).

  • Thanks Flavio.

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