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Dave

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Dave last won the day on December 7 2019

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  1. The solution is don't use render elements. They aren't antialiased or denoised, so are useless. Learn about the recently introduced AOVs and use them instead, and/or cryptomattes Oh, and report the render elements problems as bugs using the Cycles 4D "Report Bug" feature, so Insydium know about it
  2. Dave

    Making Ice Cream

    There's a thread on the Insydium Discord about this exact technique, with an example too! Link to the post: https://discord.com/channels/412917511596670977/412943408215359499/716498726084149288
  3. Dave

    xpPin don`t work

    xpPin is very particular about how close the pin object points are to the pin points on the cloth. See this line in the manual: "Note that pin objects must be polygon objects and they must have enough polygons so that vertices in the cloth can find pin object vertices close to them. If you do not have enough polygons in the mesh, no pinning will happen." I'd advise creating a copy of your cloth mesh and keeping just the single edge polys to pin, see attached example. I had no luck pinning to your cylinder, but when I copied and tweaked the cloth poly mesh (deleting the cloth tags of course) and pinned to them, it worked first time. Just hide this dummy pin mesh if you don't want to see it xppin_dosntwork_corrected.c4d
  4. Dave

    Setting up decent depth pass

    Great. I forgot to mention, zdepth passes shouldn't really be anti-aliased, so perhaps look at rendering without it. I haven't looked into how to do this in Cycles, must be possible though As far as I can tell, there's no automated way to do separate light passes. So you'll have to render out your scene multiple times with the lights turned on/off as required. You might be able to do something clever with RGB coloured lights in a single output, but I can't help you with this any further. Or perhaps try adding light materials and then use AOVs within the materials? No idea if it'll work, worth experimenting though
  5. Dave

    Setting up decent depth pass

    Try using the Camera Data node with the View Z Depth connected to an shader, although you might need to remap the black and white values to be visible. This is not very accurate though, and probably not the "proper" way to do it. You can also use the new AOV feature to do a separate render pass (the disadvantage with this is you'd have to use the same material on all your objects) See an attached example scene z-depth.c4d
  6. Dave

    blend materials

    Use the factor port of your Mix Shader to tell Cycles when to use the glass shader and when to use the diffuse shader. So pipe the Noise Texture Color Ramp into the Mix Shader factor port. You can also just pipe the Gradient Texture Color Ramp straight into your Diffuse shader, as the Mix Shader will mix the two colors, rather than using a Layer mixer Happy to demonstrate on the shader if you upload a .C4D file
  7. Dave

    Cycles 4D Starter Pack

    Pipe your Texture Tag vector (or UV Map vector) through a Mapping node, you can scale down your mapping coordinates there
  8. Dave

    Camera Projection

    I had a quick play and couldn't work it out how to render projection mapped textures My suggestion would be to bake your textures onto your simple geometry, using the C4D Bake Material tag. Then the geometry will be using UV mapping which of course works in Cycles 4D. Not idea, obviously, as you'll need to make sure your geometry UVs are ok first
  9. Dave

    [Material] Fresnel input node falloff

    Use a Color Ramp rather than a MixRGB, then you'll have fine control over the gradient. Customise the white and black levels with the Color Ramp rather than the IOR too
  10. Here's an example scene. It's animated with a Cycles mapping node, and relies on very specific UVs and gradient. Because of this, it's best to do this as a render pass and transition the object in compositing program. There are plenty of other ways to achieve this in C4D animated_transparency.c4d
  11. Dave

    Soft Body Dynamics Issues

    Massive thanks to both of you for your help. I think the OVDB approach might do it, although not a huge fan of the blobby look unless I massively increase the number of particles @LotharI might be using the scene wrong, when I add gravity and a collider for the cube, it just collapses when it lands. This was the reason I wasn't using dynamics, I couldn't get it to conserve my object volume. BUT I played more with the xpDynamics and managed to get something I'm happy with, attached Thanks again! XP_soft_body_dynamics.c4d
  12. Dave

    Soft Body Dynamics Issues

    The short answer to that is I don't want the mesh to detach from the particles with xpDeformer. Am I using it wrong, or is there another approach to attaching a mesh to particles?
  13. Hello. I'd like to create a soft body in X-Particles. I find that using the points on surface approach on meshes creates hollow-looking soft bodies, however I set up constraints or subframe steps. On the other hand, creating a regular grid particle array from the constraints Maintenance Training has the correct look. But if I try connecting this regular grid array to the mesh with an xpDeformer it doesn't connect correctly, see attached scene and image Can anyone give me tips on how to do this? My only thought is I have two emitters for one soft body, one emitting from mesh points, then one inside to give it solidity. Or somehow using vertex weighting to attach the mesh to the particles Thanks! XP_soft_body_demo.c4d
  14. Dave

    Compositing With Cycles 4D

    Pipe in a Cycles Gradient Texture node, then remap the colour with a color ramp. I added a Mapping node after generating the background UVs and rotated them 90° for an up down gradient, then piped this into the Gradient Texture node vector port. See the attached C4D file. You'll need to supply your own HDRI. TBH it's probably a better workflow to render with alpha and then composite your background in post, but this is obviously a bit quicker HDRI_bg_setup_gradient.c4d
  15. Dave

    Smoke Alpha Channel

    If you're using After Effects to view your renders, you can go to "Interpret Footage" and set the alpha to "Premultiplied - Matted With Color" to black, which will be the default for C4D renders. Otherwise, your straight alpha render is how the smoke looks against that lighter background if the alpha interpretation is set to "Straight - Unmatted" If you're finding the smoke still doesn't look "right", it might be worth checking your renders against a similar colour background to the one you'll be compositing against, and dial in the look you want with different lighting and/or smoke colours or density. Or you can get more advanced and render a smoke pass as a separate render with a "holdout" shader applied to the non-smoke objects, then you can lighten or darken or even recolour the smoke in post as you see fit. Obviously render out your objects with no smoke as a separate pass too
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