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annalord

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  1. I am currently working on an animation of an asteroid field, I have a 150 asteroids I have created by putting a single asteroid inside a cloner object and then using a single Random effector to disperse them, rotate them, and randomly scale them. I would like to have each asteroid rotate and randomly move as if being blown around by some some of solar wind, but I cannot figure out how to do this... how would I go about injecting a little x and z motion into the asteroids and a little random rotation?
  2. I am currently working on an animation of an asteroid field, I have a 150 asteroids I have created by putting a single asteroid inside a cloner object and then using a single Random effector to disperse them, rotate them, and randomly scale them. I would like to have each asteroid rotate and randomly move as if being blown around by some some of solar wind, but I cannot figure out how to do this... how would I go about injecting a little x and z motion into the asteroids and a little random rotation?
  3. I am rendering a scene that uses volumetric lighting, I know this always significantly increases render times, but does anybody have any tips for optimizing your scene/tweaking lighting/render settings to get volumetric lighting with as fast of a render as possible? Any tips would be infinitely appreciated. Thanks!
  4. Hello, I am currently working on a scene in Cinema 4D that involves a lot of thinking particles being fired into a field of asteroids and bouncing off all of the asteroids. Right now I have about 100 asteroids created using the cloner object but I am having trouble getting the thinking particles to recognize that they should be bouncing off of all of the asteroids and not just one- how can I properly do this? I have tried making a group that contains the cloner object and the asteroids and then applying that to a PDeflector but that doesn't seem to be doing the trick, any suggestions? Also- if anybody thinks that this is a cpu inefficient way of doing things and I should be having the asteroid field be created using thinking particles rather than just a cloner object please let me know, would love to hear any suggestions as to how the scene could be setup more efficiently Thanks! Anna
  5. I am currently working on a scene with about 100,000 thinking particles surrounding a planet but I am running into a strange lighting issue. As you can see in the attached image, half of the planet is in shadow, yet the thinking particles do not seem to be effected by this (they seem to be uniformly illuminated). How can I make them respond to the lighting conditions within the scene? What am I missing exactly? Thanks so much!
  6. Thank you so much, this is all extremely helpful, infinitely appreciated!
  7. I am currently working on a project where a few thousand thinking particles are launched at a sphere. My goal is to have the particles orbit the sphere like space junk or a dense cluster satellites would orbit/surround a planet however I cannot seem to figure out how to create an attractor that effects thinking particles so that I can draw them toward the sphere- how can I create an attractor that effects thinking particles? I am imagining something like this as how animating the scene would go- 1. Emitter throws a few thousand particles at the sphere 2. Emitter shuts off 3. Thinking particles that have already been emitted are sucked toward the sphere by some sort of attractor/gravitational field that I implement 4. Attractor/gravitational field pulls particles around the shape of the sphere and slowly rotates them around the orbit of the planet Please let me know if you have any suggestions Thanks! Anna
  8. I am currently working on a scene with a planet that has 8000 small objects orbiting it. I have attempted to set up the scene is as simple a way as possible, the planet is simply a sphere tagged as a collider with an attractor inside it, the 8,000 orbiting objects are created using a cloner with a flat plane inside it tagged as a rigid body. To get the desired pace I have slowed the project dynamics speed down to 0.2%. Everything is working BUT is agonizingly slow, almost impossible to work with in any reasonable way. I am working on a brand new macbook pro retina, 16gb ram, quad core etc everything maxed out and although this is obviously not as much of a workhorse as a mac pro, I imagine there must be some way for me to optimize my project to make it more manageable Since the project operates at only 0.2% speed, a ton of calculations must be done just to get it do the point I am interested in showing, ie. all of the flat planes must collide with the planet violently, bounce off, then come back to the attractor which at 0.2% takes a couple thousand frames, I don't have to render all those, but so far I have had to calculate the dynamics for those frames into the cache even though the part I am actually interested in making a final render of is 6000 frames deep. Am I correct that this must be done this way? Perhaps I could start the project off at 100% speed, then keyframe it to 0.2% once everything has collided and the dust has settled so to speak (the part of the motion I am interested in rendering). Right now for 7,000 frames my cache is 25 gb which seems insanely massive and unwieldy. Other than that, does anybody have ANY tips on working with collisions/dynamics on such a huge scale? Ways to optimize? Other approaches worth exploring? My end goal is simply to have a planet with thousands of these flat planes slowly dancing around it but at this point the weight of the calculations is really bogging things down. Thanks so much! Anna
  9. I am currently working on an animation where a few thousand flat planes are being sucked towards a sphere that is a collider. Basically I am attempting to create a situation where all of the planes are slowly moving around the sphere similar to the way a cluster of thousands of satellite would surround and orbit the earth (http://www.onorbitwatch.com/sites/all/files/images/articles/space-debris-3-polar-orbit.jpg) Since the planes are flat they want to come to a halt once they come in contact with the collider sphere, so to avoid this I have set their friction to 0% which allows them to keep moving BUT I am also getting this problem where each flat plane is now spinning very rapidly which I do not want them to do. Is there a way to put a damper on a certain type of motion such as rotation or any way I can more carefully control the motion of the planes using the rigid body tag that is currently applied or some other tag? Any suggestions would be infinitely appreciated. Thanks!
  10. I have a comp setup with a planet that has many asteroids orbiting the planet, the way I set everything up, there is an animation of a single asteroid orbiting in 3D put inside of a pre-comp with Collapse Transformations enabled, and then I duplicate that pre-comp many times and shift around it's position to make it look like there are many asteroids in orbit- all this works beautifully, the asteroids pass behind the planet in 3d and then orbit back around perfectly- BUT if I throw an effect ontop of the pre-comp such as a a Hue/Saturation effect it's as if Collapse Transformations was never enabled and the layer becomes 2D again (the asteroids no longer pass behind the planet properly in 3d space) How can I apply effects such as color correction to pre-comps and have them maintain their 3D qualities?
  11. I am trying to create an animation of a piece of cloth staying in the same spot and blowing in the wind but I can't seem to get the cloth tag to allow me to have the fabric be effected by wind without it moving further and further away from it's original point. What are some ways that I could get the cloth to stay in one location but still curl and oscillate as if it were being blown by the wind? Would love to hear any suggestions. Thanks!
  12. I am trying to do some cloth simulation collisions using the soft body tag in C4d however I am running into some issues with the geometry becoming distorted. How can I avoid the geometry distortion at the end of the clip I have linked to below? Can anybody explain to me why this is occurring/how it can be avoided/remedied? Thanks! Anna
  13. Hello, I am trying to create a scene where two pieces of cloth collide in a zero gravity environment however I am running into some issues. I accomplished this by setting up two pieces of cloth and tagging them with both the cloth tag and the cloth collider tag then adjusted their forces so that they would collide with each other. All of this works for the most part- until they hit each other- Rather than colliding, smooshing around each other and eventually sliding past each other, these two pieces of cloth collide with each other and then continue to push and push and push against each other until they distort each others geometry to the point of absurdity. How can I tweak this scene or redo the scene to get a more natural cloth response? Please see video link below to see what I mean about the distortion
  14. Hello, I am trying to create a scene where two pieces of cloth collide in a zero gravity environment however I am running into some issues. I accomplished this by setting up two pieces of cloth and tagging them with both the cloth tag and the cloth collider tag then adjusted their forces so that they would collide with each other. All of this works for the most part- until they hit each other- Rather than colliding, smooshing around each other and eventually sliding past each other, these two pieces of cloth collide with each other and then continue to push and push and push against each other until they distort each others geometry to the point of absurdity. How can I tweak this scene or redo the scene to get a more natural cloth response? Please see video link below to see what I mean about the distortion
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