Geometry and the Fill Emitter
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- Posts: 31
- Joined: Tue Mar 06, 2018 5:58 pm
Geometry and the Fill Emitter
I was hoping to get some clarification on how scene geometry needs to be prepared in order to be recognized by the Fill Emitter. While some procedural objects such as spheres and cubes are recognized automatically, others seem to need some alteration, and some don't seem to be recognized at all. For instance, a Cylinder at the default settings will not be recognized, but if you add a fillet to it, it will be recognized. A MoText object will not be recognized at the default settings; adding a fillet doesn't help, nor does making the object editable and connecting the geometry. Any advice in terms of getting any object to work with the Fill Emitter is greatly appreciated. Thanks!
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- Posts: 178
- Joined: Tue Aug 29, 2017 12:35 pm
Re: Geometry and the Fill Emitter
It's true that some objects like cylinders are not so easy to handle, but this time it's a C4D thing, not a RF thing. You can read more about the reasons here in the RF|C4D online manual:
http://support.nextlimit.com/display/RF ... leshooting
MoText objects are something we didn't test out so far, but thanks for the heads up on that. We'll try to find a solution for these kinds of objects. It's all about how C4D handles these objects internally.
http://support.nextlimit.com/display/RF ... leshooting
MoText objects are something we didn't test out so far, but thanks for the heads up on that. We'll try to find a solution for these kinds of objects. It's all about how C4D handles these objects internally.
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- Posts: 31
- Joined: Tue Mar 06, 2018 5:58 pm
Re: Geometry and the Fill Emitter
Thanks Thomas, I hadn't seen that in the manual. The Connect object is a good workaround for this issue.