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Hey hey,

The most important breakdown of c4d 2023 cloth system is this one in my opinion. I tried in each part to increase the complexity of the sims, in order to be able to simulate cloth with precision.

We gonna approach -again- this awesome ident from BUCK but this time with the new cloth engine. This will help us demystify all the fine control we have now in soft bodies and all types of mixing animation and key differences.

Please, let me know what you think in the comments below.

Have a great weekend ahead!
T.

Files

E_Buck_BBC.mp4

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Comments

Anonymous

Great stuff !

Mikhail

Nicely done bro! Like ferrero rocher😂😂😂 you made my day this phrase 😂

Anonymous

This is perfect thanks. I have been trying to figure out how to interact more with cloth and now it makes perfect sense to introduce soft body.

motionpunk

thanks bud! im into a new tutorial as we speak which i push even further the soft body engine. Cu in the next one!

Anonymous

These are always super informative! i like these long ones. Thank You! again... learnt a lot.

Spenser Clark

Nice one man, learned a few new things on this 🤘

Juan Deus

Cant follow the tutorial properly because the bugging of the cloth system...

motionpunk

Sorry to hear that mate. Make sure u use same c4d version and u wont have any issues and/or check project files.

Benjamin Rouyer

the project "fckin_nexus" got me big time :D. Once again, such a good tut, thanks a lot Thanos!

Oscar Cravalli

Awesome breakdown of softbodies Thanos! This approach makes a lot of sense! I wanted to test this setup of a custom object that I ran through a voronoi fracture to break it up and then inflate with a plain effector as you showed - and it worked great, but! I want to texture each piece individually, and the voronoi won't let me do that, and if I make it editable and put it in a fracture object it's the same thing. And the connect object alone can't use effectors so that's where I got stuck... Anyone has an idea to get around this? It's pbr materials I want to place on the pieces and preferably be able to choose exactly what material goes on which piece. Cheers!

motionpunk

thanks bud! well this is on rendering now. As each fractured piece already carries uv information. So for instance, in octane u can use gradient in complex mode and use a random color to generate different materials or textures per piece. Its all in mograph land now, the info is there, u dont need connect or fracture. But u need to see on each engine how to apply different materials on clones (fractured pieces are also count as "clones", each one carries a unique index)

Oscar Cravalli

Thanks alot! Yes this was definately more of a texturing issue, not a problem with the setup at all :) did not know that a fractured piece would count as a clone, will look into that. Thanks again!

motionpunk

np, just add a random effector to affect color and u ll see that pieces grab random colors. Cloner/voronoi/fracture all are mograph objects that break apart "each connected piece" as a clone.

Bruno Cesar Rojas Rodrigues

Hey Thanos, hope you are well. I was wondering if you can give me a tip for something I'm working on, if you have time and want, of course, I would much appreciate it. I like the way the cloth is inflating in C4D but I don't like the way it tears. It seems that after a big target length and tearing it condenses to a small mesh instead of exploding into different torn parts. I created a vertex map and added it to the tear section. I don't know what is happening. Then I tried in Houdini, I like the way it tears in Houdini but don't like the way it inflates, so I have this challenge, inflate like C4D but tear like in Houdini hahaha. The files are here (C4D project, Houdini project + fbx, Mp4 preview). Thank you, if you can't no worries. https://drive.google.com/drive/folders/13JBSyYapSYjsM6MY-xKhOuuliD_j3VOo?usp=share_link

motionpunk

hey buddy, I never tried tearing in c4d once since the new cloth :) but from what I ve seen is not very good for some reason. I wish i could be of help here. cheers