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    1. Maxon Developers Forum
    2. Hannes Weikert
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    Hannes Weikert

    @Hannes Weikert

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    Website www.pixamant.de Location Leipzig

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    Latest posts made by Hannes Weikert

    • RE: particle direction driven by texture

      Thank you alot Ferdinand for your time, thoughs and help.
      I really appreciate that:)'
      I will get my head in it and try to figure it out.

      posted in General Talk
      H
      Hannes Weikert
    • particle direction driven by texture

      Hello:)

      Atm i do some r&d for getting a cartoon-look with c4d for doing a children's-book together with my girlfriend as a private project.
      I found a very nice approch and technique here:
      http://www.zenopelgrims.com/project-arnold-brushstroke-shader-quantize.html

      He is using Houdini and Arnold.
      So i downloaded a Demo for Arnold (c4d) to see if i can replicate this technique straight in c4d, but long story short, i cant 😦 and i believe without coding some stuff this want be possible anyways.

      So i thought to rebuild his priciples with c4d and xparticles.

      Lets dive into it:

      What i try to achieve atm: particle rotation based on the particle color.
      The particle color is given by a normal textur, this will change later.
      Now it´s the easiet way to get access to the data. For my understandig the color information inside the normal texture can be seen as a vector, is that right?

      I am using Xpresso to get access to the color(which contains the normal data) and the x-particle roation.
      By feeding the vector into a range mapper it convert to degress.
      The range mapper output (degeress) is going into the particle-rotation.

      capture_001_14022022_205630.jpg

      There is defently something going on, and the particles are rotated individually based on there color, but somehow not right.
      What i like to see is that the roation/orientation of the particles is based on the surface correcly, that means based on the normal direction.

      Does somebody has an i idea what went wrong here? Maybe the rangemapper settings? or is does somebody is spotting even a basic missundestandement?

      If you like to have a look into the reduced testfile you are very welcome:
      test-normal to roation-2.c4d

      test_normal.png

      Best, Hannes

      posted in General Talk
      H
      Hannes Weikert