Forum Replies Created

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  • Randy Johnson

    October 24, 2011 at 9:40 am in reply to: Human figure made out of words

    Flat map the texture across the mesh.

    /Randy

  • Randy Johnson

    October 21, 2011 at 8:35 am in reply to: Wrap Tool
  • They are the CAPS on the loft nurds object.
    Drop a texture on it and in the material:tag:selection write C1 and see where the texture ends up.

    this explained well in the help under nurbs
    /Randy

  • Randy Johnson

    October 20, 2011 at 4:15 pm in reply to: Adding geometry to thinking particles

    you need some sort of geometry. Thus the Particle Geometry object, you can assign particle groups to it or it can be the global geometry for the tp.
    Its with the tp settings.
    For more help you need to be a little more specific.

    /Randy

  • Depends how you set it up. If you are lucky C1 will be one side and C2 is the other. (those go in the selection of the texture.)

    If you are unlucky, Use a gradient with your colors in it with no ramping you do this by opening the gradient up and swapping the knot type from smooth knot to NONE. then its just aligning it.

    /randy

  • Randy Johnson

    October 20, 2011 at 4:22 am in reply to: onsite and offsite training!! please advise.

    Anders is really good.
    I got training from him earlier this year. His site is in Swedish but his english is fine.

    https://dogday-design.se/

    /Randy

  • Randy Johnson

    October 16, 2011 at 8:45 am in reply to: Tweaking Placement Of Clones On Spline

    You are centering all your flakes on a spline. I think you might have better luck by extruding your text and placing the flakes on the surface. Then using the dynamics to avoid collision. (extrude distance of 0 so its still flat.)
    Also using the random effecter to get more size variation will help you fill in the desired area.

    If you are set on the spline effecter try setting the spline interpolation to “uniform” this will spread your clones out evenly so they don’t bunch up in the corners. Also by using the random effecter you can add some Z depth and removing collision.

    Hope it helps.
    /Randy

  • Randy Johnson

    October 16, 2011 at 8:39 am in reply to: Video with alpha channel

    You are going to want that in the luminance channel, and again in the Alpha.
    I would not mess around with the alpha settings too much.
    In the Lum. channel you can work out the brightness and if you are rendering GI the illumination tab will give you more options for the light that comes from the bolt.

    /Randy

  • Randy Johnson

    October 16, 2011 at 7:48 am in reply to: How to stretch noise?

    trial and error.
    Play with the scale values you get completely different results.
    Here is a good resource regarding noise.
    https://cg.tutsplus.com/tutorials/maxon-cinema-4d/freebie-exclusive-c4d-noise-shaders-breakdown/

    /Randy

  • Randy Johnson

    October 12, 2011 at 4:17 am in reply to: blowing paper problem ..

    In your cloth tag Flexion is the setting that makes it want to return to the original shape.
    You used to be able to go over 100% with the stiffness but that changed a couple versions back.

    As for your bending issues you can create a Vertex Map and specify where, and how the cloth actually effects the geometry. Then drag that into your cloth tag and see what happens.

    /Randy

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