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Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Thu Oct 28, 2021 2:06 pm
by EOA
Is there any way to avoid this intersection issue, happening when non clipped objects (higher priority material) intersects with the clipped object?

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Thu Oct 28, 2021 5:54 pm
by jayroth2020
Mike, Cinema 4D's booleans (any polygonal booleans, actually) can only do so much, and, from a topology point of view, they can create as many problems as they solve. I was very excited to see that we have added the Clipping material, and it has met my expectations, but I realize that I have to give it good data in order to get a good, predictable result. That is true for any engine, as I mentioned. Good topology is a requirement across the board for the best results. I feel your pain regarding the CAD data; I usually see only garbage from CAD systems, for the most part. The few times that I haven't had to clean up something was a joyful experience.

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Thu Oct 28, 2021 5:57 pm
by jayroth2020
***CORRECTION***

My old reply may not be correct, so I have removed it. I will add a more accurate reply below.

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Fri Oct 29, 2021 1:56 am
by jayroth2020
Try adjusting the Ray Epsilon value either higher or lower than what you have currently. That should do the trick.

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Fri Oct 29, 2021 9:04 am
by Gregor.Zimmermann
Hey Mike,

I know, this is not an "Octane answer" to your problem, but if you're dealing with hundreds of models, that have a bad topology, you might wanna give Houdini a try.
It's actually quite simple to set up a rig, where you feed in your object and deal with co-planar faces, wrong normals, holes in the geometry and such.

Best of luck with your project!
Gregor

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Fri Oct 29, 2021 10:15 am
by miohn
Hi jayroth,

adjusting "Ray Epsilon" I had already tried because these artifacts look like typical Ray Epsilson problems,
but unfortunately that did not work in my case.
By the way: Clipping material is really a great thing, which works very well with normal objects!
That it hooks with complex CAD data, o.k. you have to live with that.
But I do not need this kind of operations too constantly. For this job, I will correct this in AE.

Hi Gregor,

Unfortunately, I'm not so far with Houdini to realize something like that.
I would also not have the time yet to continue working on me. But I definitely have Houdini on my list

Greetings from Bornheim ;)

Mike

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Fri Oct 29, 2021 1:03 pm
by AaronWestwood
Hey All,

SO exciting to see the stable release of 2021 standalone. I have a quick note (hopefully) that can make the c4d release (if it is indeed a plugin issue not a core issue)..

I mentioned this a few months back in one of 2021's initial builds, but it seems to of been missed (totally ok!)

Essentially when you have an object in a scatter with multiple materials (trees for instance), as you move the camera around certain/random selections/materials will periodically flicker/cycle/turn on/off etc.

Attached is 2 renders, where the ONLY difference is the camera is 0.001m different...as you can see this will become extremely problematic with anything animating as the materials will break.

Ive only tested with foliage/trees, but this doesnt happen in 2020 at all obviously. No matter the tree (Forester/speedtree/fbx/anything) it is pretty easy to replicate.

Let me know if this makes sense!

AW

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Sat Oct 30, 2021 8:35 am
by useruser
hi gregor and miohn
just for your information.there is a houdini HDA which brings the houdini-boolean functionality directly to c4d via the houdini-engine:

https://rhymage.gumroad.com/l/WtYYa



during a couple of tests with the new amazing octane-clipping material i recognized similar issues with complex cad-files with also have partially bad topology. so iwill test this HDA too.

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Sat Oct 30, 2021 4:02 pm
by aoktar
AaronWestwood wrote:Hey All,

SO exciting to see the stable release of 2021 standalone. I have a quick note (hopefully) that can make the c4d release (if it is indeed a plugin issue not a core issue)..

I mentioned this a few months back in one of 2021's initial builds, but it seems to of been missed (totally ok!)

Essentially when you have an object in a scatter with multiple materials (trees for instance), as you move the camera around certain/random selections/materials will periodically flicker/cycle/turn on/off etc.

Attached is 2 renders, where the ONLY difference is the camera is 0.001m different...as you can see this will become extremely problematic with anything animating as the materials will break.

Ive only tested with foliage/trees, but this doesnt happen in 2020 at all obviously. No matter the tree (Forester/speedtree/fbx/anything) it is pretty easy to replicate.

Let me know if this makes sense!

AW
It doesn't make much sense without reproduce it on my PC. There may not be any issues on plugin side if you just move the camera. Please give better data and information.

Re: Cinema4D version 2021.1-RC3(r2) (Current 2021) 14.10.2021

Posted: Sun Oct 31, 2021 10:04 am
by AaronWestwood
aoktar wrote:
AaronWestwood wrote:Hey All,

SO exciting to see the stable release of 2021 standalone. I have a quick note (hopefully) that can make the c4d release (if it is indeed a plugin issue not a core issue)..

I mentioned this a few months back in one of 2021's initial builds, but it seems to of been missed (totally ok!)

Essentially when you have an object in a scatter with multiple materials (trees for instance), as you move the camera around certain/random selections/materials will periodically flicker/cycle/turn on/off etc.

Attached is 2 renders, where the ONLY difference is the camera is 0.001m different...as you can see this will become extremely problematic with anything animating as the materials will break.

Ive only tested with foliage/trees, but this doesnt happen in 2020 at all obviously. No matter the tree (Forester/speedtree/fbx/anything) it is pretty easy to replicate.

Let me know if this makes sense!

AW
It doesn't make much sense without reproduce it on my PC. There may not be any issues on plugin side if you just move the camera. Please give better data and information.
Thanks for you reply Aoktar. Find below a link to a C4D project where I just quickly replicated the issue.

https://www.dropbox.com/s/eyexfrq22pd0v ... A.zip?dl=0

The camera is setup on a 'problematic' frame where textures are bugged (in this case they are 100% white on some selections) so you should notice this straight away. If you move the camera you will notice all textures return. Let me know if this now makes sense...?

AW :)