if I wanted to do it with dice instead of lego, but so they wouldn't all be facing the same way - should i do it with a plain effector, or do you suggest any other way?
There are many ways to do this, using MoGraph is one of them. The simplest solution I can recommend is doing it directly inside Nodes: 1. Add a Switch Node, set it to Vector and add as many different Rotations you like (e.g. 90,0,0 | 180,0,0 | 90,0,90 and so on) 2. Use a Hash Node and set the Minimum to 0 and the Maximum to your Rotations-Count 3. Plug the Index of the Iterate Collection into the Seed of your Hash Node 4. Plug the Integer Output of the Hash Node into the Index of the Switch Node 5. Unfold the Result Output of your Switch Node and add an Angular Unit Node to each Component (X,Y and Z). 6. Set the Mode of the Angular Unit Nodes to "Degrees to Radiance" 7. Plug the Result Outputs of te Angular Nodes to the related Rotation Components of the Compose Matrix Node 8. With the Salt Parameter on the Hash Node you can change the randomization of the Rotations Hope that helps :)
6 дней назад
@@realruckli it maybe be a bit too complex for me, but I’ll try it later
The offset variable does not space them evenly, instead it increments like this: 1, 2, 3 ,4... instead of being: 1,1,1,1... (consider it centimeters) Am I doing something wrong please? Also thanks for the video.
Hi Ouss.Motion, you are right, thats something I did not take into account, so you did everything correct. It increases beacause the "Geo to match" also increases in size by every iteration. I added a new setup (V2) into the download files on gumroad. In this file the offset should be always the same. And this setup is also a bit faster ;)
Nice stuff. I’ve experienced a bit now with the match size now.. I don’t seem to be able to place null objects, or am I missing something? And is it possible to add more object together at ones, I guess you can set it up with in scene nodes, but would also be great to have it in the objects menu version. And also possible to link to the object next below or above. Then it can be easier to stack stuff and connect. But not sure if the last thought is a needed option. But anyway powerful tool you’ve made here so thanks!
Hi Nikolay, by reading the documentation, base knowledge in programing and linear algebra ... and with a little help from Maxon ;) There are several good resources: www.youtube.com/@CORE4D www.youtube.com/@scenenodestips nodebase.info The C4D Doc: help.maxon.net/c4d/en-us/#html/60629.html?TocPath=The%2520Node%2520Editor%257CThe%2520individual%2520Assets%257C_____0 And there are a lot of good example scene inside Cinema's Content Browser. You can also join the "C4D Procedural" Discord Channel if you like, there you can chat with some Scene Nodes Cracks, they love to help :)
@@realruckli omg so many times while watching thoudini tutorials i thought i would love some of those tools on c4d, and now i cannot remember anything! i will write you when something come to mind!
@@realruckli i got an idea, not really from houdini though. tracer object sux and now is also bugged as hell since 2024, it would be nice to have a new and improved tracer object with scene nodes, i tried to do it but i am not good enough yet.
@@matteoforghieri Core4D builds a Tracer in this Tutorial with Scene Nodes. Maybe this is usefull :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-plcWywTcbmM.html
Hi Vasily, there is no "simple" scene because this setup is definitely a bit more advanced and needs some Scene Nodes knowledge. But you can send me a mail (in the channel description), and I can send you the scene file if you like.
@@realruckli Would definitely be interested in that too (fantastic capsule by the way, I so glad that finally someone - other than Maxon and Rocket Lasso - creates useful nodes capsules "à la Blender add-on or Houdini asset" ! Please make more of this ;)
Yes, reading the doc and with some help from maxon. There is a beginners series on the Core4D RU-vid-Channel if you are also interrested in learning Nodes. www.youtube.com/@CORE4D
Hey, do you know a way to get only the End Caps after the Extrude Node? I want to have them seperate so I have another layer of geometry on top of the base geometry.
The Extrude Node generates the same Polygon Selections as the normal Extrude Object. The End Caps are called "C2". So just use a Delete Node and type in: all-"C2" . This deletes everything except the the End Caps. Hope that helps.
@@BodachStudio its just a simple rock and cristal material mix with triplaner mapping. My tutorials are more about scene nodes, there are a lot of good rendering tutorials out there ;)
hi, thanks for sharing. how to convert mesh edge to line in Modifier group? I tried C4D edge to line node and the technic in this tutorial , but it seems not work in modifier group.
The Nodes Modifier can just output the same type as the input. So when you input a mesh it cant output splines, and of course the other way around. You can use a Nodes Mesh, a Nodes Spline or an Object Group Capsule instead
This is fantastic - Thank you for sharing. Is there a way to limit the maximum number of connections to be fewer than the points created by the Matrix?
Yes there is. First I recommend to use my newer Plexus-Effect Tutorial, it is much faster ;) . It is called "Fast Plexus Effect". There you can set the amount of connections on the Closest Points Node with the "Maximum Neighbors" parameter, explained at Min 5:20. Hope that helps :)
@@realruckli Brilliant. That's perfect! I am getting a lag between clones position and plexus spline being drawn. I have delay effector as well as dynamic on my cloner - Is there an order of operations thing I'm missing?
@@jackbrown2690 I think this is just in the viewport, should not appear in the render. In terms of the order, the matrix object should be on top, cinema caluculates from top to bottom.
Hello! Thanks for this wonderful tutorial! I don't know why it didn't work with my object? I even try just to replace the head by my object in your file just to test if it was a node problem in my file but it seems like it is my object. I imported a logo in C4D, the object was a Vector Imported. I tried to make it an object and by clicking state to object then connect the object. I used the final connected object to replace the head. I don't know why it stopped working :(
@@nihay1540 so no longer collides or it stoped working completly? You can send me your scene file via mail (in the channal description), so i can have a look whats going wrong there. Could be a problem with a c4d update
Thats the nature of any grow effect. You can make it smoother by make the resolution of your setup much higer to hide the popping effect. But this will lead in bigger calculation times of course.
Yes, but than the meshing process would no longer work. You can check out my other tutorial calls "Voxel everything...". There we create voxels with cube instances where you can plugin a Sample-Noise-Node or a Hash-Node into the scale to randomize the scale.
Definitely your lessons are the best in the world of C4D nod architecture ! Some solutions from your lessons are useful in my work and I actively use them. Thank you very much
I stopped using octance a while ago, but i remember that there is also a Vertex Tag Node like in Redshift. So it should be the same setup as in redshift. Let me know if it worked or if i told something wrong in my tutorial. docs.otoy.com/cinema4d/VertexMap.html
GREAT tutorial. Thank you so much. Oddly, I want Bezier connections, but when I make the spline type Bezier in the assemble spline node in spline type it still draws straight connections. In C4D2024. Can you think of a reason that's happening ? I want my plexus effect to look more organic and like mycelium
I think you need an intermediat point, that you can shit around to build kind of an vines effect. You can also access the tangents of a bezier inside nodes.