Voxel everything with Cinema 4D Scene Nodes

Поділитися
Вставка
  • Опубліковано 26 лис 2024
  • A tutorial on how to voxelize everything with Cinema 4D Scene Nodes.
    You can download the scene files here:
    5698024877226....

КОМЕНТАРІ • 71

  • @scenenodestips
    @scenenodestips Рік тому +4

    Great work! Really appreciate you sharing your Scene Nodes experiments/discoveries with the broader community.

  • @ericliss9600
    @ericliss9600 11 місяців тому +2

    I love this tutorial. I added a UI element called "Voxel Gap" that subtracts from the voxel size.
    Cheers!

  • @robmillington
    @robmillington 2 місяці тому +1

    Excellent tutorial, thank you!

  • @PhotoshopRoom
    @PhotoshopRoom Рік тому +2

    So PRO! Thx for scene nodes tutorial. You best man!

  • @MathisNiemeyer
    @MathisNiemeyer Рік тому +2

    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  Рік тому

      glad you like it. And thanks fo the tips!

  • @MotionAndDesign
    @MotionAndDesign Рік тому

    Wow, such a great tutorial!

  • @subframestudio
    @subframestudio Рік тому +1

    Great stuff buddy!

  • @stracknl
    @stracknl Рік тому

    Thank you! 🙌🙌

  • @rubenfernandez5064
    @rubenfernandez5064 5 місяців тому

    Great tutorial Dominik!!!! Do you know how to get the texture for characters with multiple materials and different uvs in octane?

    • @realruckli
      @realruckli  5 місяців тому

      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 5 місяців тому

      @@realruckli "Great!!! I'll be waiting

  • @gianlucafaberi2254
    @gianlucafaberi2254 6 місяців тому

    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  6 місяців тому

      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 6 місяців тому

      @@realruckli thanks a lot for your quick answer

  • @designcitystudio
    @designcitystudio 4 місяці тому

    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  4 місяці тому +1

      There is no vdb workflow in scene nodes yet. But i think you could do something simular with de volume builder

  • @pzdmc4d
    @pzdmc4d Рік тому

    really cool

  • @illunz
    @illunz Рік тому

    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  Рік тому +1

      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 Рік тому

      @@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 Рік тому

      @@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  Рік тому

      @@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 Рік тому

      I will try that once I get to my workstation. Thanks for the tip! I will let you know how it goes!

  • @kastinante6883
    @kastinante6883 6 місяців тому

    great

  • @volodymyrbosyi6253
    @volodymyrbosyi6253 Рік тому

    Thank you for sharing! Is it possible to apply different fields to this voxels just like to the clones?

    • @realruckli
      @realruckli  Рік тому

      Yes of course, see the my reply to the comment from @taunttd. You can download the example files on gumroad. Cheers

  • @dermotfaloon_streetmonkey
    @dermotfaloon_streetmonkey Рік тому

    Great technique - Does the effect work with render-instance or do you need multi-instance?

    • @realruckli
      @realruckli  Рік тому

      Yes it should also work with render instances. But i never had a special use where i have to switch to render instances

  • @khalilmaknoun
    @khalilmaknoun Рік тому

    great tutorial ,could please make a second part how to apply mograph effectors on it

    • @realruckli
      @realruckli  Рік тому

      I will not make a second part, but there is already an example file for this on my gumroad :) . Its actually pretty easy.

  •  Місяць тому

    if I wanted to do it with dice instead of lego, but so they wouldn't all be facing the same way - should i do it with a plain effector, or do you suggest any other way?

    • @realruckli
      @realruckli  Місяць тому

      There are many ways to do this, using MoGraph is one of them.
      The simplest solution I can recommend is doing it directly inside Nodes:
      1. Add a Switch Node, set it to Vector and add as many different Rotations you like (e.g. 90,0,0 | 180,0,0 | 90,0,90 and so on)
      2. Use a Hash Node and set the Minimum to 0 and the Maximum to your Rotations-Count
      3. Plug the Index of the Iterate Collection into the Seed of your Hash Node
      4. Plug the Integer Output of the Hash Node into the Index of the Switch Node
      5. Unfold the Result Output of your Switch Node and add an Angular Unit Node to each Component (X,Y and Z).
      6. Set the Mode of the Angular Unit Nodes to "Degrees to Radiance"
      7. Plug the Result Outputs of te Angular Nodes to the related Rotation Components of the Compose Matrix Node
      8. With the Salt Parameter on the Hash Node you can change the randomization of the Rotations
      Hope that helps :)

    •  Місяць тому +1

      @@realruckli it maybe be a bit too complex for me, but I’ll try it later

  • @taunttd
    @taunttd Рік тому

    Amazing!! Thanks for the tutorials! How would I get effectors to work on it?

    • @realruckli
      @realruckli  Рік тому

      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 Рік тому

      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  Рік тому

      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 Рік тому +1

      Yo I'm speechless...honestly starstruck. Thanks a ton man! Honestly! @@realruckli

  • @randomtopology
    @randomtopology 3 місяці тому

    Wow

  • @QLapsus
    @QLapsus Рік тому

    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  Рік тому

      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 Рік тому

      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  Рік тому +1

      Yep, definitly doable but way more complex

    • @realruckli
      @realruckli  Рік тому +1

      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 Рік тому

      Dope ! I will go check it out

  • @fbcreative-j5o
    @fbcreative-j5o 3 місяці тому

    Hi, my shader field doesn't make any texture appear, everything seems link properly. Any idea ?

    • @realruckli
      @realruckli  3 місяці тому

      @@fbcreative-j5o hard to tell. You can send me your setup via mail (in the channel description) so i can check it out

  • @justinsehorn
    @justinsehorn Рік тому

    Any idea why my Volume Mesher disappears once dropped into the Connect that's a child of the Voxelizer?

    • @realruckli
      @realruckli  Рік тому

      Hmm not sure. Maybe try to cache your volume/pyro sim or even bake your Volume Mesher as alembic

  • @redphotoallan
    @redphotoallan 6 місяців тому

    is possible to voxel a group of objects at once?

    • @realruckli
      @realruckli  6 місяців тому

      Yes, connect them first with a connect object.

  • @Willopo100
    @Willopo100 10 місяців тому +1

    be cool if you morph between two objects

    • @realruckli
      @realruckli  10 місяців тому +1

      Defenitly doable, maybe i‘ll give it a try in the future :)

  • @therenderbox
    @therenderbox 9 місяців тому

    I can't seem to figure out how to get this working with Octane. Any ideas?

    • @realruckli
      @realruckli  9 місяців тому

      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.

  • @gyuinbyun430
    @gyuinbyun430 9 місяців тому

    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  9 місяців тому

      I think the name didnt change. Should still called object group

  • @МиколаТовкмак
    @МиколаТовкмак Рік тому

    I am your subscriber!ery interesting!

  • @Willopo100
    @Willopo100 10 місяців тому

    is it possible to animate this with fields. for example a simple linear field to reveal the voxels.

    • @realruckli
      @realruckli  10 місяців тому +1

      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  10 місяців тому +1

      I forgot, i made already a example file for that, you can download it on gumroad :)

  • @立郑-r9l
    @立郑-r9l 7 місяців тому

    Sooo cool! But how to get the user color data in cotane render?

    • @realruckli
      @realruckli  7 місяців тому

      I dont know, depending other comments, i think there is no option yet with octane, sadly

    • @立郑-r9l
      @立郑-r9l 7 місяців тому

      @@realruckli Sad, thx for answering LOL

  • @Willopo100
    @Willopo100 10 місяців тому

    how u get this to show up in octane

    • @realruckli
      @realruckli  10 місяців тому +1

      I think there is no way to get the colors to octane for now. Other octane users already tried with no luck

    • @laui130
      @laui130 10 місяців тому

      @@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  10 місяців тому

      Yes of course, i explain it at Min 22:30

  • @buchanori
    @buchanori Рік тому +1

    Great work! Really appreciate you sharing your Scene Nodes experiments/discoveries with the broader community.