Forum Replies Created

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  • In the Attributes Manager, on the General tab of the Spotlight, set the “Visible Light” attribute to “Volumetric”.

  • Sam Treadway

    September 3, 2020 at 5:14 am in reply to: Auto-center motext with variable number of lines

    Here are two versions in xPresso that should get you almost there.
    Keep in mind I’m only feeding in the line heights and vertical line spacing to get the total height.

    The first version has all the math strung out in nodes and the second takes care of the math within the python node.

    14302_multilinemotextverticalaligncentered.c4d.zip

  • Sam Treadway

    September 2, 2020 at 1:15 am in reply to: Character constraints tags

    The tags were reorganized in R21.
    Right-click on the object and look for Rigging Tags > Constraint

  • This was a fun little exercise.
    I took a different approach and used a Spherify Deformer on a Cube and then decreased the ‘spherification’ when the instances collide with the static collision object in the scene.

    You could include additional deformers to the cube in order to add imperfections to the overall forms.

    I made two instances of the deformed (and hidden) morph setup so the morph effect is triggered from a single set of keyframes but you can always duplicate the original. Also, I put the cube in a Connect Object because the dynamics tag needs to be on the Connect (or an instance of the Connect) for this to work, not the original object being deformed. Consider the Connect Object as if it were a brand new object in the scene with everything below collapsed/cached.

    If this were a more complicated setup I’d suggest using xPresso to drive the Spherify % based on collision data.

    14292_softbodyspheremorphtocube.c4d.zip

  • With the Cloner selected, switch to the mograph selection tool in the Mograph menu and select the clone you want to have control over.
    When you make the selection, a “Mograph Selection” tag will be automatically added to the Cloner.
    Now add a Shader effector to the cloner.
    Drag the Mograph Selection tag from the Cloner to the appropriate field on the Effector tab of the Shader Effector.
    On the Shading tab, set the channel to custom and select the “color” option from the shader selection button (down arrow before the empty field).
    Set the color to white if not already there.
    Now twirl open the shader and adjust the brightness control below the color until the correct texture from the multi shader is displayed on that clone.

  • For the sides just leave the selection field blank and make sure that texture tag is listed first.

    https://www.youtube.com/watch?v=E7MWhH-wyIE

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  • In C4D S22 these are exposed in a tab but prior to that you’d have to remember them or reference the manual
    You need to assign a selection to each material.

  • Sam Treadway

    August 6, 2020 at 1:49 am in reply to: Mograph Clones with alpha cutout

    This happens when polygons overlap in the exact same space. Without hierarchical depth, one essentially overwrites the other.
    To solve it using your current setup, simply add a random effector to the cloner, zero out X and Y, and set the Z value to something really small like 0.01.

  • Sam Treadway

    August 1, 2020 at 1:28 am in reply to: Trouble with Exporting To Alembic

    I was able to bake the cube as alembic without any errors – just right-clicked on the cube object and selected “bake as alembic” then hid the original.

    Check the console for errors next time you try and also go to C4D preferences > Import/Export > Alembic Export and check the settings there.

  • Sam Treadway

    August 1, 2020 at 1:22 am in reply to: Aligning plane to camera in r22

    put the Look at Camera tag on the null and then orient the child plane correctly.

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