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Loop Turbulence
Posted: 17 January 2017 02:18 AM   [ Ignore ]  
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I have a scene that I want to loop, but I don’t know how to loop the turbulence on a MoSpline.  Does anyone have any suggestions? 

two failed attempts:
- Shader Effector with Noise looping on Fracture object moves all parts independently, no cohesive movement.
- Pose morph doesn’t seem to work at all… maybe it only works on polygonal objects, and not MoSpline?

Thanks for your suggestions and help!

Seth

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Posted: 17 January 2017 03:03 AM   [ Ignore ]   [ # 1 ]  
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Hi Seth,

Do you have an example file?

All the best

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Posted: 17 January 2017 04:02 AM   [ Ignore ]   [ # 2 ]  
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Here is an example file.
https://www.amazon.com/clouddrive/share/KvF77RpX1O6MquYTmrGhAmV74tQ82LgYzz25cqO14fE?ref_=cd_ph_share_link_copy

The one minute movie clip shows the set up (as overview) and how the settings determine the outcome. (You can download this one for better viewing experience)
https://www.amazon.com/clouddrive/share/rw9lUNM2AAMDpTRQLAtDfOnK3pVLZ2DIt3DGzNsNQc1?ref_=cd_ph_share_link_copy

While the loop Period is set to 3, then the 24fps of the project will result in the same pattern at frame 72. (I overlaid a image of that “Loop Point” in to the clip.)

If you like to render a loop clip, you should then render from 0-71, as the frame 72 is already the same a frame zero.

Let me know if that works for you.

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 17 January 2017 09:30 PM   [ Ignore ]   [ # 3 ]  
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I have a Turtle MoSpline example.  I have the position attribute being affected by the Shader Effector.  Included is the same structure with Turbulence.  I want the turbulence behavior with the looping of the Shader noise.  Let me know what you think, and thanks!


https://www.dropbox.com/s/2xghrhlhwi1ig0j/turbulenceVsShaderEffector.c4d?dl=0

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Posted: 17 January 2017 09:47 PM   [ Ignore ]   [ # 4 ]  
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Hi Seth,

Thanks for the file, great! This gives me a clear idea of where you are heading.
Your file adjusted (whale farmer? I got an error message about that)
https://www.amazon.com/clouddrive/share/GfoBTy2T5uoWz5fHIm75AFZGaarpx2RdBVkcUgoVRj7?ref_=cd_ph_share_link_copy

1)
Set the Shader Effector to Attribute Manager>Parameter>Transform>Transform Space: Effector

Otherwise each segment of the tree is seen as a local object (i.e., clone) and the tree falls apart.

2)
My ideal would be to have a Spherical Falloff, your ideas might vary, but in the file you can see what I have in mind, adjust it to your liking of course.

3)
Another idea: to use a Delay Effector as well, to fine-tune the movements, for stormy set ups perhaps use a Spring setting instead of a Blend.

I hope that helps.
My best wishes

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 25 January 2017 08:23 PM   [ Ignore ]   [ # 5 ]  
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Hey!  heads up: i got something that should work using very large scale noise, and an inverted spherical falloff.  Thanks for your help!

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Posted: 25 January 2017 08:38 PM   [ Ignore ]   [ # 6 ]  
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You’re welcome, Seth.

Ten Noise formula that is inside most “versions of noise, has simplified the same state at 0 or 1. The “Animation Speed” Or “Loop” uses that. So it can cycle.

Some Noise functions or formulas do not have that 0-1, so they start out and keep it random, hence the indication when “Loop” is grayed out.

The “Movement” and “Speed” parameters are different. Those move the whole noise “pattern” and hence no way to cycle it.


All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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