This is amazing and so far the closest to what I am trying to do. Maybe you could give me a hint towards the solution I am looking for. I have a setup with a cloner in a cloner and what I am trying to so is to drive only the child's cloner with a shader effector. My idea is to create a set of vertical lines that I can modulate in their width by using a shader or even just by shining light onto the cloner. For a clear visual feedback I have put the first cloner into a sweep object that basically creates a straight line based on the cloned circles of my first cloner. Now when I affect the size of clones, this sweep nurb changes in it's thickness. If I use a gradient as a shader effector for example, the clones could gradually grow from top to bottom, depending on the gradient of course. The base sweep nurbs I now put this into a parent cloner, to get a set if parallel lines. So in the end I have a grid of cloned lines, based on cloned sweep nurbs. Now I have this idea to scale only the inner clones (the original circles) but globally, meaning to affect all circles that exist in my cloner setup with one shader, so I can control the size of each line based on whatever I use as an effector. A simple application would be to feed in a black and white image and get a geometrical representation of the brightness and darkness of this image. This could happen through the line thickness that is created based on the sweep nurbs. These lines are all based on the circles that are now affected by the source image, scaled based on the brightness levels of the image. I have tried to find a solution for this forever, hours and hours playing around with child and parent cloner setups and shaders but my sweep nurbs are always breaking and the setup is not creating the desired result. Do you have a solution for this? It would be sooo awesome.
it's very hard to exactly understand the question as it relates to your description of the setup. Hit me up on Twitter (@nosemangr) with either a link to a simplified Project file and some reference of what you want to achieve.
@@noseman thanks for your response! I really appreciate it. I will prepare a simple file to illustrate my project in a simple way and reach out to you in a few days. :)
Scene Nodes is still in Active development so we try to show tips, tricks and techniques now and then when we can use Nodes to solve specific problems. You're always welcome to engage on Twitter with @jonaspilz3D and myself (@nosemangr) and ask questions we could include in our Ask The Trainer Show. If there's enough engagement we will do more...
Thanks for this. I have something I’ve been struggling with. I want to create a landscape of trees but cut a section out to be bare road. So I used to cloner to clones the trees which are scans, but I can’t seem to create a shape to prevent the clones from cloning in the shape. So I need help please.
Ask the question on Twitter (@nosemangr) with an image reference and I'll see what I can do. The reply by Symb0l1c seems to be correct so there must be a reason you can't get it to work.
For Three reasons, first you can't isolate the first Collision to create a "shading" effect. The Shader Effector will generate Clones on Objects inside your animated object. Second, you can't control the grid you're cloning on and it has to use the Animated Object's Polygons or Vertices. Third, because the Ray Casting method is more fancy...
You can do Ray Collisions in XPRESSO but you can't generate points to use in a cloner. There could be a way to set it up, but Scene Nodes would be faster...
in 2024, this method seems to be broken. At least on my end it freezes and crashes and no vertices ever seem to come through for the Cloner to work on. Does it work for you (or anyone) in 2024.2.0?
just opened this project in 2024.2 and it works without a problem. www.dropbox.com/scl/fi/pf80snanvak8kijipskcb/Ray-Casting-Clones-Geometry-Modifier-01A.c4d?rlkey=8grdr42cufab4wg1pwepb31u8&dl=0
Fantastic!!! Awesome!!! Well explained!!! And it Works!!! 😍😍😍
Thats called devotion and generosity! Thank you Noseman 💛
Thank you for your valuable tutorials 👍👍👍👍👍
Thank you! Mr.Nose man for your technical tutorial! 🙌
thanks a lot! we need more info about nodes!!
I can’t thank you enough once again. Extremely grateful. That’s the best assistance anyone could ever hope for hahah. Cheers 👏
This tutorial is dedicated to you... obviously.
I needed this 1 month ago and had to solve it the hard way. Next time, I'll be using your method. Thank you so much. Great content.
thanks for tuts
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This is amazing and so far the closest to what I am trying to do.
Maybe you could give me a hint towards the solution I am looking for.
I have a setup with a cloner in a cloner and what I am trying to so is to drive only the child's cloner with a shader effector. My idea is to create a set of vertical lines that I can modulate in their width by using a shader or even just by shining light onto the cloner. For a clear visual feedback I have put the first cloner into a sweep object that basically creates a straight line based on the cloned circles of my first cloner. Now when I affect the size of clones, this sweep nurb changes in it's thickness. If I use a gradient as a shader effector for example, the clones could gradually grow from top to bottom, depending on the gradient of course.
The base sweep nurbs I now put this into a parent cloner, to get a set if parallel lines. So in the end I have a grid of cloned lines, based on cloned sweep nurbs. Now I have this idea to scale only the inner clones (the original circles) but globally, meaning to affect all circles that exist in my cloner setup with one shader, so I can control the size of each line based on whatever I use as an effector.
A simple application would be to feed in a black and white image and get a geometrical representation of the brightness and darkness of this image. This could happen through the line thickness that is created based on the sweep nurbs. These lines are all based on the circles that are now affected by the source image, scaled based on the brightness levels of the image.
I have tried to find a solution for this forever, hours and hours playing around with child and parent cloner setups and shaders but my sweep nurbs are always breaking and the setup is not creating the desired result.
Do you have a solution for this? It would be sooo awesome.
it's very hard to exactly understand the question as it relates to your description of the setup. Hit me up on Twitter (@nosemangr) with either a link to a simplified Project file and some reference of what you want to achieve.
@@noseman thanks for your response! I really appreciate it. I will prepare a simple file to illustrate my project in a simple way and reach out to you in a few days. :)
Interesting! Can we have this series of tutorials dedicated to "Scene Nodes" on the official Redshift maxon training team?
Scene Nodes is still in Active development so we try to show tips, tricks and techniques now and then when we can use Nodes to solve specific problems. You're always welcome to engage on Twitter with @jonaspilz3D and myself (@nosemangr) and ask questions we could include in our Ask The Trainer Show. If there's enough engagement we will do more...
Thanks for this. I have something I’ve been struggling with. I want to create a landscape of trees but cut a section out to be bare road. So I used to cloner to clones the trees which are scans, but I can’t seem to create a shape to prevent the clones from cloning in the shape. So I need help please.
@Symb0l1c thank you so much
@Symb0l1c I still couldn't get it done
Ask the question on Twitter (@nosemangr) with an image reference and I'll see what I can do. The reply by Symb0l1c seems to be correct so there must be a reason you can't get it to work.
How about using cloner with shader effector (visibility on, for shader put terrain mask) ?
For Three reasons, first you can't isolate the first Collision to create a "shading" effect. The Shader Effector will generate Clones on Objects inside your animated object. Second, you can't control the grid you're cloning on and it has to use the Animated Object's Polygons or Vertices. Third, because the Ray Casting method is more fancy...
Can't you do it with Xpresso using Ray Collision node ?
You can do Ray Collisions in XPRESSO but you can't generate points to use in a cloner. There could be a way to set it up, but Scene Nodes would be faster...
in 2024, this method seems to be broken. At least on my end it freezes and crashes and no vertices ever seem to come through for the Cloner to work on.
Does it work for you (or anyone) in 2024.2.0?
just opened this project in 2024.2 and it works without a problem. www.dropbox.com/scl/fi/pf80snanvak8kijipskcb/Ray-Casting-Clones-Geometry-Modifier-01A.c4d?rlkey=8grdr42cufab4wg1pwepb31u8&dl=0
Houdini 4D