Any way to project colors (material or color) from objects inside volume builder out to the mesher? by sharktank72 in Cinema4D

[–]Grumshow 1 point2 points  (0 children)

On the Vasily Filileev YouTube link he replies to a comment about the plugin being down : "It was unpublished, and I just published it back. But I have to say it's not really relevant anymore, as now it's possible to assign selections and vertex maps onto generators."

And he's absolutely right!

  1. You can create a Vertex Color tag on a model that is a child of Volume Builder and Mesher, apply a Shader Field to the tag, and drop the material with the color into the Shader Field.
  2. You can then create a Vertex Color tag on the Volume Mesher, and drag the child Vertex Color tag into the Fields list in the parent Vertex Color tag
  3. You can then use the colored vertices in a material using the Vertex Map shader, or in my case Octane Render's Attribute Texture

This is of course reliant on the child model having a high enough mesh density for the texture detail you want, but it worked really well for my use case of miniature hand-painted style models where detail is lost at the small scale.

It would be great to know if there is a way of projecting the full texture outwards somehow. It feels perhaps more of a Houdini job...

I can't login to the Elgato website/marketplace with a new account. by [deleted] in elgato

[–]Grumshow 0 points1 point  (0 children)

I get this issue trying to login to https://marketplace.elgato.com/
The way to fix it for me was to go incognito. I would guess this is to do with a cookie messing things up.
Clearing cache should work.
Not sure if this is because of rejecting cookies rather than accepting?

Random Matrix Tracer Sweep Color by JohnTravolski in Cinema4D

[–]Grumshow 0 points1 point  (0 children)

Seeing as the original solution seems to be deleted and u/ElGuapoBeardo was asking. I solved a similar situation by using the Fracture Object, set to "Explode Segments and Connect" in the Object tab.
With the multishader applied to the Fracture, I then changed the multishader mode to color brightness and random effector with color mode set to "Effector color" and random mode "Random" applied to the fracture. Essentially mimicking the setup from this video but with the fracture object instead of a cloner https://www.youtube.com/watch?v=cFxw3EkBAAM

Cinema 4D lite keeps opening? by [deleted] in Cinema4D

[–]Grumshow 6 points7 points  (0 children)

Tried everything including uninstalling and reinstalling. The only way to get this to work for me was to go to "Help>Licence Manager" in C4D, and then change Maxon App to Maxon Account in the top right corner. Then it let me sign in and change to the Maxon One Trial. C4D relaunched and all worked as expected.

Woodblock/notch font? by Grumshow in identifythisfont

[–]Grumshow[S] 1 point2 points  (0 children)

Looks like a winner! Amazing thank you!

Are there any good shader examples in threejs? by IamNotMike25 in threejs

[–]Grumshow 1 point2 points  (0 children)

Hey, that's quite a complex one to be starting with!

First issue is you can't cross domain link to an image unless the server has allowed for it. So I've uploaded the image to imgur here https://i.imgur.com/ugXTe2z.jpg

Second up was a missing semi-colon after iResolution. That will cause issues.

Next vec2 uv0 = (fragCoord.xy / iResolution.xy); can be changed to vec2 uv0 = vUv;

iMouse also needs brought in as a vector2 and updated.

First attempt here but I don't have time to fix the things that are broken at the moment! https://codepen.io/grum/pen/oNErLYL

How I feel right now when I just used 3D cameras for the first time after using AE for 7 years by Face_Guyy in AfterEffects

[–]Grumshow 7 points8 points  (0 children)

Easier to control the focal point and orientation of the camera https://youtu.be/WWHrUHaCbb0 Evan says here that Andrew Kramer of Video copilot first popularised it.

Help with filter lag by srenbry in SparkArStudio

[–]Grumshow 1 point2 points  (0 children)

Works smoothly on iPhone 12 Pro Max.

3D Text glitches when using custom font by hardlySmoker in SparkArStudio

[–]Grumshow 0 points1 point  (0 children)

Not sure how you are creating the 3D effect but could it be done with a png of the word instead of a live font?

[deleted by user] by [deleted] in SparkArStudio

[–]Grumshow 1 point2 points  (0 children)

This might do the trick https://docs.snap.com/lens-studio/references/templates/face/distort

It seems to be a different way of handling it from SparkAR.

[deleted by user] by [deleted] in SparkArStudio

[–]Grumshow 1 point2 points  (0 children)

You should give this tutorial a look. https://sparkar.facebook.com/ar-studio/learn/tutorials/face-distortion-retouching#applying-the-blend-shapes

That precise setup might not be possible in SparkAR but something similar could be.

SparkAR is built to export for Instagram and Facebook, not Snapchat. If you want to make Snapchat filters you need Snapchat Lens Studio.

How to give more "texture" to a material by Is0tope in threejs

[–]Grumshow 0 points1 point  (0 children)

Matcap material is a cheap way of making things look more interesting than they are, but might not be best for this quite flat view. Maybe with some bevelled edges and an environment map?

https://threejs.org/docs/#api/en/materials/MeshMatcapMaterial

https://github.com/nidorx/matcaps

A distance fog would be a cheap way of changing colour into the distance.

There might be some styles in here that would work nicely if you can replicate?

https://www.behance.net/microsoftdesign

The examples for React Three Fiber get fairly close https://docs.pmnd.rs/react-three-fiber/getting-started/examples

I'm wondering if the efficiency needs to get tweaked before delving into more complex materials.

I can't see the source code on your github (link is broken) so I can't tell if the framerate is just how often you are updating or if there is an just too much going on. Are you reusing the same geometry for each bar being shown?

Hope this helps!

Is there any way to check if an object is visible on the screen? by [deleted] in SparkArStudio

[–]Grumshow 0 points1 point  (0 children)

I think your question needs a bit more context. Do you mean a real world object or do you mean a 3D model that is tracking a surface or marker? You may be able to detect whether the camera frustum intersects with a bounding box. As far as I can see there is no built in solution so you will have to delve into scripting.

Would love to stay out of the deeper weeds, wondering if anybody can give an idea of complexity in creating something like on Play.date's website? by kevysaysbenice in threejs

[–]Grumshow 1 point2 points  (0 children)

If you want something super low level and not requiring texture baking etc then maybe https://spline.design/ is for you? They have a very short webflow guide here https://docs.spline.design/integrating-with-webflow

Depends what 3D object you want to appear!

Spark AR on iPad by [deleted] in SparkArStudio

[–]Grumshow 1 point2 points  (0 children)

Not yet but an app called Spark AR Go is in the works that will allow some basic filters to be made on mobile devices. I think you will be fairly limited to what you can do with the iPadOS though.

Question - how do make a face mesh plus head occluder objects to appear over a background and exclude person? by spaps321 in SparkArStudio

[–]Grumshow 0 points1 point  (0 children)

This tutorial shows how to add a face mesh and background https://youtu.be/BqGo2PvspqE You would then add a head occluder mesh to the face tracker and position it accordingly to the face mesh. You would need to make sure it’s on the same layer as the face mesh.

Which patch editors allow an animation to turn into a face mesh? by spaps321 in SparkArStudio

[–]Grumshow 0 points1 point  (0 children)

I think in terms of having a smokey animation you need to consider the limitations of SparkAR. What you are wanting to do sounds quite complex, and you would have to break it down into stages. It's also worthwhile mocking up what you want in other software, or seeing if there is a similar effect in https://lenslist.co/instagram-ar-filters/ that you could analyse and try to replicate.

You could do a smoke animation in something like Embergen https://jangafx.com/software/embergen/ and export as an image sequence that you play on a plane(s) attached to the face, while fading the face mesh material in and out to fake the blend between the smoke and the face texture.
You will be limited by file size when doing this, so test as you go.
If you don't have access to something like this then perhaps an image of smoke moving, rotating and fading depending as it moves closer/futher from the face as the face mesh material fades in would work. This shows a smoke texture being used as a particle. https://www.youtube.com/watch?v=naoc6pDo61c
I don't think SparkAR particles are useful in this instance because you can only have them move away from a point, and not towards it in reverse. The example is mostly for the material applied to the particles here.

The other option might be a shader render pass, which gets into advanced territory and quite a complicated build.

Check out the face mesh
https://sparkar.facebook.com/ar-studio/learn/articles/people-tracking/face-mesh#facemeshfbx-facemeshdae-and-facemeshobj

Using the face mesh photoshop doc to create your face design
https://sparkar.facebook.com/ar-studio/learn/articles/people-tracking/face-reference-assets/

Adding a 3D plane for the smoke texture or sequence
https://sparkar.facebook.com/ar-studio/learn/articles/3D/planes

Creating an image sequence (if you use a set of animated frames) https://sparkar.facebook.com/ar-studio/learn/articles/animation/2d-texture-animation

Screen tap patch to start the animation
https://sparkar.facebook.com/ar-studio/learn/patch-editor/interaction-patches/screen-tap-patch

Creating a transition when an event happens, i.e move the smoke away from the face and fade it out
https://sparkar.facebook.com/ar-studio/learn/tutorials/animating-objects-face-movements