Forum Replies Created

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  • sure.

    3087_splineemitter.c4d.zip

    thanks,
    Ronny!

    traufeller.de

  • Ronny Traufeller

    October 11, 2011 at 11:20 pm in reply to: blowing paper problem ..

    the falloff totally make sense man,

    very good!

    i actually have another workflow to clone and collide them. i use a mograph cloner to gernerate as much sheets as i need,
    make them editable and at least connect all of them to one mesh.
    in the cloth tag i check self collusion and that really much does the job. even when i can`t easily change the amount of papers, but
    i always have a hidden cloner available to improve my scene.

    one thing is not really working, i use a turbulence deformer only,
    so they stay better at there positions. the bad thing is with my cloth
    settings the paper got bended and twirled a lot as longer the tubrulence field has there hands on them. very fast and not like paper, more like
    fabric, at the beginning it looks good. i thought the stiffness value
    is my friend here but its already at 100% percent and i cant raise it more..

    very bad because everything looks nearly as i want it at the beginning of the scene.

    thanks,
    Ronny!

    traufeller.de

  • Ronny Traufeller

    October 10, 2011 at 4:46 pm in reply to: blowing paper problem ..

    nice tutorial!

    its a nice method to produce plenty of leafes without cloning one by one.
    i think all of the papers having the same movement, no individual. you have an idea to do it achieve that? i rally like the emitter but i am not much into TP actually.

    and your advice about raising up the wind speed just
    makes them faster disseapering somewhere up in the sky ..

    thanks,
    Ronny!

    traufeller.de

  • i am on 11.5 !

    traufeller.de

  • jes i do have dynamics in the scene (modnamics), but i used a cache tag
    on it and baked the entire scene range with it. i also cleaned the scene and just left the modynamic object in it

    it does the job but, the rendertimes pretty much steps up frame by frame just for calculating a software preview. when i render the current frame it tooks me
    10 sec for frame 90,
    27 sec for frame 230 and
    50 sec for frame 370.

    it kind of steps up, but only for software preview and i got 27 objects precached wich is not much on a intel i7 920 machine. the preview window does much faster then the render window, and is okay speedwise, thats a bit strange …

    still trying to find the weak chainlink.

    regards,
    Ronny

  • Ronny Traufeller

    May 18, 2011 at 11:03 am in reply to: Vibrate Tag

    an animated random effector mograph could save some money in this case, if you experienced in mograph you only have to raise the animation value in the random effector ….

    traufeller.de

  • Ronny Traufeller

    May 18, 2011 at 11:00 am in reply to: Clean Isometric

    mmmhh, for that kind of look,

    i would use scetch and toon and not vray, you dont need a realism like vray provides, S&T is pretty much the look who fits to this picture

    or to perform in post, simply render out shadow multipass maybe and deaktivate the shadow in your c4d rendering.

    hope that helps!

    traufeller.de

  • Ronny Traufeller

    May 18, 2011 at 10:15 am in reply to: rig carries somthing and let it fall down

    works like charm … 🙂

    traufeller.de

  • Ronny Traufeller

    April 29, 2011 at 10:13 am in reply to: extruding tool makes strange things

    oohh, was offline for a while,

    but regarding to the problem, is there a way to fix this? i tried some optimize and untriangular commands but thats all it gives me.

    i also used the polygon reduction tool.

  • Ronny Traufeller

    April 5, 2011 at 7:59 am in reply to: hoover pipe ( 2 handles ) *stucking*

    got it!

    2150_contrainsplineyeah.c4d.zip

    traufeller.de

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