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Voxel everything with Cinema 4D Scene Nodes 

Dominik Ruckli
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A tutorial on how to voxelize everything with Cinema 4D Scene Nodes.
You can download the scene files here:
5698024877226....

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21 авг 2024

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Комментарии : 67   
@scenenodestips
@scenenodestips Год назад
Great work! Really appreciate you sharing your Scene Nodes experiments/discoveries with the broader community.
@ericliss9600
@ericliss9600 8 месяцев назад
I love this tutorial. I added a UI element called "Voxel Gap" that subtracts from the voxel size. Cheers!
@PhotoshopRoom
@PhotoshopRoom Год назад
So PRO! Thx for scene nodes tutorial. You best man!
@user-ic4lk3bi5b
@user-ic4lk3bi5b Год назад
Cool example! Did you know that you can directly connect a float (or integer) value to a vector? That will convert the float x to a vector (x, x, x). And you can also directly connect a vector to a matrix when you only want to translate.
@realruckli
@realruckli Год назад
glad you like it. And thanks fo the tips!
@subframestudio
@subframestudio Год назад
Great stuff buddy!
@MotionAndDesign
@MotionAndDesign Год назад
Wow, such a great tutorial!
@stracknl
@stracknl 11 месяцев назад
Thank you! 🙌🙌
@randomtopology
@randomtopology 22 дня назад
Wow
@pzdmc4d
@pzdmc4d Год назад
really cool
@rubenfernandez5064
@rubenfernandez5064 2 месяца назад
Great tutorial Dominik!!!! Do you know how to get the texture for characters with multiple materials and different uvs in octane?
@realruckli
@realruckli 2 месяца назад
Thx Ruben. I think there is no way to get the object color in to octane. But i‘m working on a tutorial that creates a voxel mesh insted of clones, i think with this one you could transfere any texture via vertexmaps to octane. So stay tuned 😉
@rubenfernandez5064
@rubenfernandez5064 2 месяца назад
@@realruckli "Great!!! I'll be waiting
@designcitystudio
@designcitystudio Месяц назад
quick question, can you morph in cinema using scened nodes like you can in houdini with the vdbmorph?? and if yes, would be great to have a tutorial. Cheers!!
@realruckli
@realruckli Месяц назад
There is no vdb workflow in scene nodes yet. But i think you could do something simular with de volume builder
@kastinante6883
@kastinante6883 3 месяца назад
great
@Willopo100
@Willopo100 7 месяцев назад
be cool if you morph between two objects
@realruckli
@realruckli 7 месяцев назад
Defenitly doable, maybe i‘ll give it a try in the future :)
@gianlucafaberi2254
@gianlucafaberi2254 3 месяца назад
great tut.. is it possible to use fields in order to play with mograph? like the example in the intro when the voxels falls down?
@realruckli
@realruckli 3 месяца назад
Yes, you could place it under a Fracture or Voronoi Fracture Object (reomve the source point inside the Voronoi Fracture). Make sure on the Object Group Capsule the Instance Mode is set to "Instance". And you have to recolor it via a Plain Effector (use Field-Colors and drag the Vertex Color Tag in to the Fields)
@gianlucafaberi2254
@gianlucafaberi2254 3 месяца назад
@@realruckli thanks a lot for your quick answer
@khalilmaknoun
@khalilmaknoun 10 месяцев назад
great tutorial ,could please make a second part how to apply mograph effectors on it
@realruckli
@realruckli 10 месяцев назад
I will not make a second part, but there is already an example file for this on my gumroad :) . Its actually pretty easy.
@dermotfaloon_streetmonkey
@dermotfaloon_streetmonkey Год назад
Great technique - Does the effect work with render-instance or do you need multi-instance?
@realruckli
@realruckli Год назад
Yes it should also work with render instances. But i never had a special use where i have to switch to render instances
@QLapsus
@QLapsus 11 месяцев назад
Hey Dominik ! Really great tut :) Will it possible to have several type of geometry instead of one simple cube ? Following your example, different types of LEGO ?
@realruckli
@realruckli 11 месяцев назад
Hi QLapsus, of cours, you can plug in every geometry you like. You also can build object switching mechanism with a switch node and a modulo- or hash-node. But because every voxel has the same size, the different objects should also have the same size.
@QLapsus
@QLapsus 11 месяцев назад
Thanks for your reply :) @@realruckli That's indeed what I thought, you can't plug any object with a different size, like a 2x4 or a 1x3 LEGO... sad I guess it will be a much more complex setup
@realruckli
@realruckli 11 месяцев назад
Yep, definitly doable but way more complex
@realruckli
@realruckli 11 месяцев назад
I now made a setup with different bricks (1x1, 2x2 and 2x3). Not super fast but with some additional settings :) . You can download it via gumroad
@QLapsus
@QLapsus 11 месяцев назад
Dope ! I will go check it out
@fbcreative-j5o
@fbcreative-j5o 6 дней назад
Hi, my shader field doesn't make any texture appear, everything seems link properly. Any idea ?
@realruckli
@realruckli 5 дней назад
@@fbcreative-j5o hard to tell. You can send me your setup via mail (in the channel description) so i can check it out
@user-ps6ds5ov2l
@user-ps6ds5ov2l Год назад
I am your subscriber!ery interesting!
@volodymyrbosyi6253
@volodymyrbosyi6253 10 месяцев назад
Thank you for sharing! Is it possible to apply different fields to this voxels just like to the clones?
@realruckli
@realruckli 10 месяцев назад
Yes of course, see the my reply to the comment from @taunttd. You can download the example files on gumroad. Cheers
@gyuinbyun430
@gyuinbyun430 6 месяцев назад
Hello! I'm also using version 2023.2.0. But I can't find the first object group I created when I search for it. Can you tell me why? Has the name changed?
@realruckli
@realruckli 6 месяцев назад
I think the name didnt change. Should still called object group
@illunz
@illunz 9 месяцев назад
Really Cool stuff. I'm wondering if you could get geomtry out of this that retains the colors or is that even possible?
@realruckli
@realruckli 9 месяцев назад
Do you mean all cubes as single geometry? When you convert the Object Group Capsule the color should remain as display color for each cube
@illunz
@illunz 9 месяцев назад
@@realruckli I have used current state and export on the capsule. It gets the geometry but the colors/uv/texture is lost. It is very interesting. I'm wonder if some geometry node should be used to construct those parts? The instanced objects default color is used no matter how I try to make this editable. Maybe a hull extract like the fracture effect would work.
@illunz
@illunz 9 месяцев назад
@@realruckli Oh, sorry I get an intance object after I convert. Then that object convert again to clones of the orignal object and not the original clones. Thus the colors are lost. If there is away to get this to work and still use the good ol covert to current state tricks from the past then this would become a game changer!
@realruckli
@realruckli 9 месяцев назад
@@illunz You have to switch the Instance Mode of the Object Group Capsule to "Instance", than you get geometry instead of instances when you convert it. Is it that what you are loking for?
@illunz
@illunz 9 месяцев назад
I will try that once I get to my workstation. Thanks for the tip! I will let you know how it goes!
@redphotoallan
@redphotoallan 3 месяца назад
is possible to voxel a group of objects at once?
@realruckli
@realruckli 3 месяца назад
Yes, connect them first with a connect object.
@justinsehorn
@justinsehorn 10 месяцев назад
Any idea why my Volume Mesher disappears once dropped into the Connect that's a child of the Voxelizer?
@realruckli
@realruckli 10 месяцев назад
Hmm not sure. Maybe try to cache your volume/pyro sim or even bake your Volume Mesher as alembic
@user-tt4hj7pl2y
@user-tt4hj7pl2y 3 месяца назад
Sooo cool! But how to get the user color data in cotane render?
@realruckli
@realruckli 3 месяца назад
I dont know, depending other comments, i think there is no option yet with octane, sadly
@user-tt4hj7pl2y
@user-tt4hj7pl2y 3 месяца назад
@@realruckli Sad, thx for answering LOL
@taunttd
@taunttd 10 месяцев назад
Amazing!! Thanks for the tutorials! How would I get effectors to work on it?
@realruckli
@realruckli 10 месяцев назад
You can pipe it through a plain effector node and add a field node. Long time a go i tried this, but should work i gues
@taunttd
@taunttd 10 месяцев назад
Thanks for the reply! Unfortunately I had no luck with it. Model keeps disappearing. I figured I could toss them all under a Fracture generator and add effectors that way but also no luck. I'll keep playing with it! Amazing stuff man.
@realruckli
@realruckli 10 месяцев назад
I tried it. There ar two ways, one with nodes and one by using ah classic effector directly on the capsule. Downside of the second solution, it just works when the capsule is set to normal instances, so not the best solution fo a huge amount of clones. You can download both examples on gumroad. Hope that helps
@taunttd
@taunttd 10 месяцев назад
Yo I'm speechless...honestly starstruck. Thanks a ton man! Honestly! @@realruckli
@yeahmitch
@yeahmitch 6 месяцев назад
I can't seem to figure out how to get this working with Octane. Any ideas?
@realruckli
@realruckli 6 месяцев назад
Hi mitch. Im not a Octane guy anymore. Other octane users said there is no solution to get the object color in to Octane, at least for now.
@Willopo100
@Willopo100 7 месяцев назад
is it possible to animate this with fields. for example a simple linear field to reveal the voxels.
@realruckli
@realruckli 7 месяцев назад
Yes you can use the efector node together with the field node. I think there is an explanation for that in the documentation of those nodes
@realruckli
@realruckli 7 месяцев назад
I forgot, i made already a example file for that, you can download it on gumroad :)
@Willopo100
@Willopo100 7 месяцев назад
how u get this to show up in octane
@realruckli
@realruckli 7 месяцев назад
I think there is no way to get the colors to octane for now. Other octane users already tried with no luck
@laui130
@laui130 7 месяцев назад
@@realruckli could it work with redshift? i mean to work with a redshift material so i can add reflection and emission to the the material.
@realruckli
@realruckli 7 месяцев назад
Yes of course, i explain it at Min 22:30
@buchanori
@buchanori 11 месяцев назад
Great work! Really appreciate you sharing your Scene Nodes experiments/discoveries with the broader community.
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