Forum Replies Created

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  • John Hammond

    July 24, 2014 at 10:03 am in reply to: How to scale layer behind mask?

    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

  • John Hammond

    September 28, 2009 at 10:41 am in reply to: Pdeflector – count collisions?

    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

  • John Hammond

    September 25, 2009 at 3:30 pm in reply to: Pdeflector – count collisions?

    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.

  • John Hammond

    September 24, 2009 at 7:27 pm in reply to: Pdeflector – count collisions?

    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

  • John Hammond

    September 24, 2009 at 5:25 pm in reply to: Pdeflector – count collisions?

    ‘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

  • John Hammond

    September 24, 2009 at 4:44 pm in reply to: Pdeflector – count collisions?

    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.

  • John Hammond

    September 24, 2009 at 3:11 pm in reply to: Pdeflector – count collisions?

    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..

  • John Hammond

    August 11, 2009 at 10:06 am in reply to: Tracer rendering issues

    It’s working great, thankyou!

    John

  • John Hammond

    August 6, 2009 at 10:10 am in reply to: wide angle lens

    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

  • John Hammond

    July 23, 2009 at 2:25 pm in reply to: Need quick help with basic expression

    could multiply the values by, say 0.1, which would reduce the values to 10% of the original

    e.g.

    y * 0.1

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