John Hammond
Forum Replies Created
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I just came across this problem.
In my case it was solved by just cutting the masks out of the layer, scaling the layer, and pasting them back in.
I was seriously overthinking it
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Thanks Brian,
I’ve had a good look at the Xpresso and I think I understand what is happening. I’ll try to incorporate this into my project and post the results.
John
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Thanks for the help Brian,
I’ve been making some slow progress with this.
When you say “Subtract from it’s Y position on a per frame basis for draining” ..I’m unsure about how to tell Xpresso that I want to repeat the subtraction each time a frame passes.. I can only get it do the operation once.
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Ah-ha, progess!
Turns out there are two PGroup nodes, one under ‘standard’ and one under ‘helper’. I had the wrong one.
Now to figure out how to make the ‘water’ (mass) drain out of the buckets. I need to subtract, say 1, from the mass as each frame passes.. hmm
Thanks for the file you provided, I could never have figured that out!
John
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‘ve had a go at re-making your TP counter in my scene.
I got stuck at the PGroup node.
In yours you have outputs on the node, but I can’t find any outputs on my PGroup node, it’s as if it has none..
Here’s my scene https://www.sendspace.com/file/y9fovh
Regards,
John -
Hi Adam, thanks for the response, I’ll check it out.
Incase you were interested I am trying to simulate a Lorenzian Waterwheel – Random Chaos:
https://www.youtube.com/watch?v=zhOBibeW5J0&feature=player_embedded
I basically need to ‘fill a bucket’ when the bucket passes under the central area, and let it slowly empty at all other times.
I didn’t get anywhere with the TP approach (though I’ll check out your link now).
Right now I’m trying out some Xpresso that says ‘If bucket is between x -100 and x 100, then mass = 4, else mass = 3.
–I am using Dynamics for the waterwheel rig–
So far my waterwheel acts a little random but then settles. I want infinite randomness though! I could achieve the effect other ways I am sure, but I am interested in the Maths and would like to explore it with C4D.
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Or failing that, I have found that I can output the Position of where particles hit my deflector.
Now if I had a counter node that simply counted up each time it sensed the input had changed, I’d be OK.
Is there such a node that counts up as it detects the input changing? I’ve used this kind of node in other software..
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It’s working great, thankyou!
John
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Thanks for the response. Yep it is barrel distortion I’m after. I probably won’t be getting my hands on any of those render engines or the plugin soon so I guess I’ll have to adapt my ideas for now.
John
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could multiply the values by, say 0.1, which would reduce the values to 10% of the original
e.g.
y * 0.1