Sorry - Me again!
I've got a basic setup working where I keframe the Input 2 value on the Compare node.
This gives me the control I need, but I was wondering if you had an alternative way of doing things, just in case I was missing something.
Thanks though - This setup is doing the trick for now!
There's no simple way to do this in the emitter itself, but it can be done with a bit of Xpresso. In the emitter, set Emission to Trigger and turn off the Pull Trigger switch. All you need to do then is have a little bit of Xpresso turn that switch on when you want to emit particles. In the screenshot, the Compare node simply compares the current time to 1 second (frame 30 on my system) and pulls the trigger when that time arrives, so you get a single shot at that frame. The scene is just an emitter with an Xpresso tag on it.
Your Xpresso would be a little more complex because you want to emit on more than one frame, but you get the idea.
Hope that helps,
Hello Cycles Brainiacs -
I'm trying to texture an object with two different shaders (think a neon sign tube where some of the tubing is covered with a black paint) and I'd like to drive the Fac on the Mix Shader using the position/orientation of a separate null layer. I'd like everything in front of the null to be glass and everything behind the null should be painted black.
In Blender Cycles the effect is pretty easy using Object Field of the Texture Coordinates node. Unfortunately this field is missing from the Cycles4D and I'm at a loss for how to recreate the effect.
I've had limited success using the Mapping Node's "Mapping From Object" field - as long as the objects don't rotate too much. Which is fine if my neon sign is facing down the positive-X, but if I try and move/rotate it elsewhere in the scene it all breaks.
I've included a stripped down scene of the problem and a video of Cycles4D and Blender's Cycles to try and demonstrate the issue.
Anyone have an idea for a workaround?
Is the Object Field going to be exposed on the Texture Coordinates node in the future?
First post on here, so please go easy on me!
I'm trying to set up an emitter that emits its particles on specific, designated frames.
I have an emitter set up as 'Pulse', but I cant get the offsets to behave properly.
For example, I'd like to specify that my emitter emits on frames 5,12,25,100.
Is there a way of doing this?
Actually I am pulling a sutured tendon through a hole in tissue and then through a loop. Here is a revised file more specific to what I am doing. I would so rather do all the dynamics within X Particles but so far I can't make it work. Is this file possible within X Particles dynamics?
Cord Rig New.c4d
Has anyone found a solution for this? I started working up a project around XP's dynamics (because they're way faster & easier than C4D) and this has put me at a complete stand-still. Pretty game-breaking problem!!
I'm getting crazy trying to export XP particles to Alembic with the scale and rotation data.
I think the way is via TP, but I've tried without success...
Does any body knows any workaround?
Thanks a lot!
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I have an issue rendering fire with octane.
I have my fire simulation emitting from a sphere. In my solver I've unchecked "Smoke" because I just want my fire to be rendered. The simulation on my view-port shows me the result I am expecting, but when I cache the simulation onto a OpenVDB EFX Format to load it on my Vdb Volume, the renderer simulation is not right and have smoke elements appearing on some frames.
Any thoughts about the issue ?
So I'm trying to use team render server with cycles 4d I have followed the manual. I can't get my client to connect to cycles plugins upon launching. I have put the proxy.ini in the folder. I'm not sure if I put the right info in the file. Has anyone got a team render server to work with cycles? Thanks
Hey Cycles users.
I checked on motion blur in the render settings and then unchecked the all objects box. I added a cycles object tag to the objects I do want to have blur but motion blur still affects the whole scene.
Is this a glitch or am I not quite doing something right?
Hey guys, got a question about using the mesh deformer on an obeject referring to an OpenVDB mesher. This doesn't work because it isn't a polygonal object ofcourse. I tried exporting it to an alembic file but also the alembic file when imported is not a polygonal obect. Doing this workaround doesn't work either; it breaks my mesh: https://vimeo.com/78684377 Does anyone know another way to get this working? How do I convert an OpenVDB mesh to a polygonal object with it's point animation intact? I want to deform an object based on the deformation of my meshed X-particle sim, download the setup here: https://wetransfer.com/downloads/ed5647fb98a258f61b58e1b0e5c21a6920191106164040/29946b041030782bb8b5ec577a0b454720191106164040/a40a0b
Im trying out Dynamic Collision by shooting a darts at an object.
The goals is to play the animation in slowmotion and create a realistic bounce effect
If you check the file and cache out the simulation and play the cache at a slow speed, two problem come up:
1. the dart move out of direction before hitting the object.
2. the dart becomes flat.
I played around with different setting, including sub steps, but nothing change the effect in a positive way.
hey krustylicious do you mean by using the second emitter with the xpGenerator do add the object or is there another way? If you find a few minutes to setup an example scene that would be amazing.
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