Search found 30 matches
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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 ...
- 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 ...
- 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...
- 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 ...