Randomness with Lights?

Posted in Cinema4D MoGraph on October 20th, 2009 by Tim

Alex from aenhancers (awesome site by the way) asked an interesting question regarding the More Randomness post. He was interested to see if the same principle could be applied to lights.

So I decided to do a quick test. The answer is to use the MoGraph Color Shader in the Transparency Channel and add this to your lights. Then use the Random Effector on your Cloner Object.

Random Lights using the MoGraph Color Shader and Random Effector

Random Lights using the MoGraph Color Shader and Random Effector

Download an example scene here.

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Custom Forces with MoDynamics

Posted in Cinema4D MoGraph on October 16th, 2009 by Tim

The new Cinema4D MoDynamics is great fun, and is such a vast improvement over the old Dynamics Module.

One of the things the original dynamics offers is the ability to have several independent dynamic worlds all within one scene. This is made possible by placing elements under a solver object. This gives you the opportunity to define specific forces to each solver group. For example, you can have one set of objects with low gravity and another with high gravity.

The MoGraph Dynamics has the Gravity control in the Project Settings, this defines the gravity for the entire scene. There is however a little trick you can use which offers more control and lets you set custom gravity for your dynamic objects.

From the Edit Menu, open the Project Settings, switch to the MoDynamics Tab and set the Gravity parameter to 0.

Set Gravity to zero

Set Gravity to zero

Then from the Objects Menu, choose Particle – Gravity. This will add in a Standard Particle Gravity Force.

Add a Particle Gravity Object

Add a Particle Gravity Object

Select one of your Rigid Body tags and switch to the Force Tab.  Here there is an Include / Exclude list.  You can drag the Gravity Object into this list and switch it to Include.  Choose another Rigid Body tag and then Exclude the Gravity from this tag.  By doing this you can assign gravity to different dynamic objects.

Drag to the Rigid Body include list

Drag to the Rigid Body include list

It is a pretty simple, but useful technique. You can do this with many of the standard particle forces and this allows you to add another dimension of control. Simulations are tricky to setup when you have a specific vision in mind. If you have one object that is not moving to the place you want it to, then why not employ this trick and use an attractor or gravity assigned to the problem object. Maybe that’s all you need to get the result you are after without disturbing the rest of your simulation?

You can download a simple example of using two gravity forces with MoDynamics here