Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by douwe

  1. ooow, haven't been here for a long time. sorry guys. Raphael Rau has put a small library on his website with some really pretty R16 materials using the new Reflectance Channel. The Pack contains: Material Preview scene Materials and Textures Aluminum, Car Paint Blue, Car Paint Red, Carbon, Wood, Metal Painted, Anidozed Blue, Anodized Red, Radial Anisotropy, Copper Dirt, Plastic Rough Black, Plastic SSS Red, Plastic SSS Yellow For free use on private and commercial projects. http://www.silverwing-vfx.de/free_stuff.html cheers, d
  2. pssst..... http://blog.adamfarnsworth.com/2013/09/26/c4d-python-object-id-list/ I know. stupid joke
  3. Restricting your Spline to a Point Selection instead should work.
  4. Just saw this on twitter : http://hypolylab.tumblr.com/post/56898977120/mutelayers
  5. Good stuff. Thanks. Maybe interesting to consider xRefs and Redraw Limit as well ? d
  6. Looking forward to see your solution, Mylenium. Haven't seen Yader's yet (shame on me for being so cheap). This is what I would do, using Hair as well : Grow as many Guides as there are Clones. Then loop through the Positions of your Clones and feed these Values into the last Segment of each Guide. Done. This image from the Help should help figure out Guide and Segment numbers : d
  7. Paste this into your ScriptManager, select a Polygon-Object, select the Polygons you want to Split, and click Execute. ( The dialogue is about the placement of the Axis on the new Objects it's about to create. Usually the Default Setting is fine.) This is a Script by rown. It originally appeared accompanying this video. Hope that helps, d
  8. Check out "tp_particle_collision.c4d" in your Content Browser. It's TP only, and it PPassAB's 2 different PGroups into a PRepulse&Bounce Node with a diameter as an alternative to real collision detection, which does a fine job as long as the geometry of your Asteroids is more or less round. Hope that helps, d
  9. ye, would be nice to have Hemisphere Primitive that we can set to Icosahedron.
  10. Assuming you're using the Point Node; makes sure "Use Deformed Points" is checked. d
  11. now, look at who's still relevant as fuck
  12. If giving away more tea than comes back to you annoys you, you should give away more tea.
  13. No can do without making the Cloner Editable / using a separate Object for each Clone. Then you can do something like this. cheers, d
  14. I think you're looking for this file. Check out tezuka's remarks though. He's making an important point. cheers, d.
  15. Try the Object Index instead of the Count. cheers, d
  16. http://thiswildsheepchase.com/blog/stay-fed-texture-pack-volume-one/ https://dl.dropbox.com/u/86558305/stayfed/freebies/stayfed_texture_pack_volume_one.zip http://thiswildsheepchase.com/blog/stay-fed-texture-pack-volume-two/ https://dl.dropbox.com/u/86558305/stayfed/freebies/stayfed_texture_pack_volume_two.zip
  17. The Object Manager gets executed from top to bottom. So whatever needs to happen before something else needs to be placed above it in the OM. To fix your example file : place the Sphere below the Joint Chain containing the Null that it is PSR constrained to. Also, place your Sweep Nurb below the Joint Chain as well: It contains a Spline with Points that the xpresso Tag positions depending on the position of the Joints in the chain. That should do the job. d
  18. you overlooked a suggestion... twice. quick late night attempt at faking this with a bit of xpresso (Point Node / Memory Node) and a Constraint Tag : http://www.screenr.com/xuk8
  19. Of course, that's the whole purpose of using a collider Tag on the Reeper. Glad it works for you. Still, since you want no rotation, you don't really need any dynamics. You will probably get a lot more chimes going if you just constraint the Y-Position of the Chimes to a Spline Point. (EDIT : btw, somehow Tunng escaped my attention. The tune in your reel just made my afternoon. thx)
  20. back to basics. You could make the Reeper Object a Collider Object (Dynamic Tag set to Off) Then set the Collision Shape of both Dynamics Tags to Moving Mesh. ( to make Calculations smoother you could also use Another Object (a simplified version of your Chime with a lot less geometry) instead of that Boolean.) Or to avoid Dynamics completely, especially since you want no Rotation, it isn't hard to just constraint the position of your chime to a point of your Spline with a Point Node in an Xpresso Tag. Point number 15 of your Spline seems to work well. d
  21. - cool stuff David, that node goes straight into my Presets. - funny abuse of the Monoflop, Derya. Interesting little challenge indeed. Let's add another option.. To me, dealing with events/counters in xpresso is always kind of a struggle. Most often I end up incrementing a PSR Parameter on a dummy Object or, like in the attached example, a User Data. I also used a Deflector to stop the Particles, switching PGroups and a velocity2speed-formula. Maybe there's something useful in there. http://www.mediafire.com/?u81v9h81x4vzru8 cheers, d
  22. veloXity aXeleration colliXion Xading Effector cough.... xfile ... cough would love to get my hands on this. I've been messing with a Velocity based Effector as well (remember yader, about a year ago or so we had a Coffee Effector going ?). Viewport preview was fine, Render Active View took caching for Dynamics as you mention, Lennart, ,but it took caching for rendering to Picture viewer with both dynamics and "normal" MoGraph. d
  23. bedtime in brussels. http://www.mediafire.com/?e60uc8yyf9667jj sweet dreams, d
  24. Before you get lost in Difference Vectors and stuff... Have you tried taking a static version of your Sphere, cloning on your Particles, Caching the Clones, Tracing the Clones and then Childing all this to your moving sphere ? quick preview
  • Create New...