Search found 30 matches

by Scott Frizzle
Mon Apr 02, 2018 1:25 pm
Forum: Wish List
Topic: Wish list for RF|C4D
Replies: 3
Views: 13021

Re: Wish list for RF|C4D

Thanks for your reply and for considering these feature requests. One thing I wanted to add based on some current experiments: When mixing transparent fluids, vertex maps can be inadequate since they are only able to apply color information to the mesh surface, leaving mixing within the transparent ...
by Scott Frizzle
Thu Mar 29, 2018 4:03 pm
Forum: General
Topic: Viscous fluids density
Replies: 2
Views: 3747

Re: Viscous fluids density

Thanks Thomas. No problem at all on your reply time of course! I appreciate you looking into this. Also, thanks for your work on the webinar. I learned some useful tips that will probably prevent me from bugging you here in the future. :)
by Scott Frizzle
Sat Mar 24, 2018 4:12 pm
Forum: General
Topic: Viscous fluids density
Replies: 2
Views: 3747

Viscous fluids density

I was wondering if you could provide some insight as to how to get one viscous fluid to float on top of another. It seems that even when inputing extreme density differences between the fluids, they tend to mix rather than the less dense fluid floating on top of the more dense fluid. I've tried vari...
by Scott Frizzle
Tue Mar 20, 2018 4:10 pm
Forum: Wish List
Topic: Wish list for RF|C4D
Replies: 3
Views: 13021

Wish list for RF|C4D

Here's a few wish list items for RF|C4D. Some of these are mentioned in other posts but I figured I'd put everything in one place. 1) Daemon Falloffs: It would be great of all of the Daemons could utilize all of the mograph falloffs. 2) Filter Daemon stability. The Filter Daemon often introduces ins...
by Scott Frizzle
Mon Mar 19, 2018 12:19 pm
Forum: Wish List
Topic: Wetmap shader breaks too often
Replies: 3
Views: 24477

Re: Wetmap shader breaks too often

Assuming you are referring to Realflow|Cinema 4D, I agree; I've found the wet map workflow to be unreliable. A better approach in my opinion would be to have a particle sampler shader that would look for nearby particles, instead of having to render out a PNG sequence. This is what seems to be happe...
by Scott Frizzle
Mon Mar 19, 2018 12:08 pm
Forum: Wish List
Topic: Deamon Falloff
Replies: 1
Views: 9468

Re: Deamon Falloff

I just wanted to +1 this post; it would be great for each Daemon to be able to access the full range of Falloff controls available in mograph. Obviously I'm referring to Realfow|Cinema 4D. ;)
by Scott Frizzle
Thu Mar 15, 2018 9:22 pm
Forum: General
Topic: Improved Thinking Particles workflow
Replies: 1
Views: 2711

Improved Thinking Particles workflow

The original announcement for Version 2.5 mentioned "Improved Thinking Particles workflow". Does this simply refer to the new method in v2.5 of activating the generation of Thinking Particles, or is there more to this? In general I've been wondering if there are ways to enhance the functionality of ...
by Scott Frizzle
Thu Mar 08, 2018 9:06 pm
Forum: General
Topic: Animated texture for Image Emitter
Replies: 1
Views: 2560

Animated texture for Image Emitter

It appears that RealFlow|Cinema 4D is not recognizing animated textures as inputs for the Image Emitter, and instead is just using a still frame from the animation. In the attached file I'm using an animated noise shader as the input for the Image Emitter, but I've had similar results with imported ...
by Scott Frizzle
Wed Mar 07, 2018 2:25 pm
Forum: General
Topic: Character collider issues
Replies: 3
Views: 4620

Re: Character collider issues

Thanks Thomas. I didn't notice much of a difference when I drastically reduced the number of polygons in the character, but it may have been that it was still taking long enough to give the illusion that there was no benefit. It looks like I'll just have deal with the additional calculation time, bu...
by Scott Frizzle
Tue Mar 06, 2018 6:07 pm
Forum: General
Topic: Character collider issues
Replies: 3
Views: 4620

Character collider issues

I've noticed that when using a rigged and animated character as an collision object, the simulation slows down drastically once the character begins to animate. If I just use the character geometry with no animation applied as the collision object, the sim runs at normal speed. I don't see the same ...