Forum Replies Created

  • Scott Mills

    February 19, 2015 at 9:39 pm in reply to: Displacement map not working properly

    Yes, if you are mapping the sphere and then displacing it. That’s not what I’m after. Like I said I’m after the finished displaced object to be UVW mapped. Hence mapping the hypernurbs object with the sphere inside it. Unfortunately this bypasses the hypernurbs and just maps the objects inside it anyway. Is there no way to map the hyperhurbs object itself?

    I’ve heard about baking. Would baking the full animation with the displacer and then applying the material to the bake work? If so how do I do that? Or is that not what baking is?

  • Scott Mills

    February 18, 2015 at 3:47 am in reply to: Displacement map not working properly

    Ah. Ok What I’m after:

    -Material to be properly wrapped around the finished, displaced shape
    -NOT stretched

    After turning the displacer off it seems that UVW mapping is exactly what I want on the sphere, but when the displacer is on it gets stretched and blurry. I had the displacement turned on originally in the material and it did this or worse so I made an identical displacer deformer and put it in a hypernurbs and put the material on that instead hoping it would fix this, to no avail. Seems the material is still affecting the object pre-displacement, but I want it to affect it post displacement. I hope this is possible.

  • Scott Mills

    February 16, 2015 at 10:13 pm in reply to: Displacement map not working properly

    Worked this time. I must have screwed it up by clicking to overwrite the c4d file I previously saved without the assets.

    So here’s that if it’s easier 🙂
    8567_blob.zip

  • Scott Mills

    February 16, 2015 at 9:57 am in reply to: Displacement map not working properly

    Um… I did. Any Idea why it didn’t work?

    It’s so silly that c4d doesn’t have a show file in finder option for fishing out the tex. They aren’t actually there on my computer either. Buried invisibly in the .lib file apparently.

    Nvm, that pack is a free pack so here’s that. Silly c4d:
    Nope… 103.4 MB… over limit.. Well, this sucks. Is there a way to separate a material from it’s library and retain the assets for it?

  • Scott Mills

    January 20, 2015 at 12:32 am in reply to: adding glow to a cheen shader?

    Heh, yeah I would have never thought to look there. Oh wow, you can set up multiples to different object ID’s and so many options!

    Thanks, you guys are the best!

    -Scott

  • Scott Mills

    January 19, 2015 at 5:00 am in reply to: adding glow to a cheen shader?

    Hey thanks. I tried googling your words, but that yields nothing. And this magical option is…? I’m in R16

    Thanks!

    Incidentally, I recommend getting in the habit of directing people to where people can find the menus for you suggestions so you don’t have to reply twice. I found this to be incredibly consistent while I was learning the program that more often than not people would just say “Do this easy thing!”, but not say where it is in a program with 380 menus and people would have to wait a second time for assistance.

  • Scott Mills

    January 16, 2015 at 3:22 am in reply to: Rigid body not following main object?

    A ha! They need an invisible centre axis! That solves that problem. Thank you so much 🙂

    Now I just have to make my tentacles solid? I thought maybe they were moving too fast, but I turned up subframes to 100 to no avail. They are a 24 joint IK setup. I want to turn the strength down a lot so they are much more floppy, because they just stretch back out to full extension after half a second, but if I turn down the strength they just go through everything all the time…

  • Scott Mills

    January 15, 2015 at 8:31 am in reply to: Rigid body not following main object?

    Hey, thanks for quick reply.

    In animation or otherwise the moving mesh (outside gears) stay where they are while the rest of the octopus swims around. If I change them to static mesh, they move around properly with everything else, but are not turned by the centre gear.

    I ended up giving up for now and saving a separate file and just calculating the gears to move in sync all on static mesh so they appear to be working together, but really it’s just math.

    HOWEVER, it appears that I just have the worst luck with rigid bodies, because now that I’m animating my octopus the tentacles are intersecting my gears. I’ve tried rigid, collider, even crashed the program trying cloth, tried on group and on each individual tentacle, but to no avail, still slipping. I don’t understand what I could be doing wrong. It there some universal setting that could be screwing it all up? I’ve poked around with dynamics in the project settings, but still nothing. So confused. It’s like bodies are just turned off now.

    This unfortunately I can’t bypass… Here you can see the left 2 tentacles passing through the speakers.

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