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Sound effector to change landscape rough furrows

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David Biederbeck
Sound effector to change landscape rough furrows
on Aug 4, 2011 at 7:43:07 pm

So I originally tied a null's y position as a driver to the rough furrows, and added a vibrate tag to the y position to get a random effect.

Now I am trying to add a sound effector to drive the y position of the null, and cannot figure out how to do it as the null and the fracture object's position is not actually changing from the sound effector.

Any ideas on how to drive the furrows with sound?


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Brian Jones
Re: Sound effector to change landscape rough furrows
on Aug 5, 2011 at 12:40:06 am

Fracture doesn't seem to work with Nulls (not surprising) but it will work with a cube so use a cube instead, just make it invisible.


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Greg Burrus
Re: Sound effector to change landscape rough furrows
on Aug 5, 2011 at 1:11:49 am

Check out this post, http://twistedpoly.com/blog/?p=411. It explains how to do it through xpresso using the sample node. I tested it on the landscape and it work fine you just need to tune it to how you like

I have had this issue before and could not find a way to do with out some work around until now so thank you for making me look it up again. Thank you.


Greg

http://mogra.g2bproductions.com/ - Blog
http://g2bproductions.com/ - Portfolio


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Adam Trachtenberg
Re: Sound effector to change landscape rough furrows
on Aug 5, 2011 at 4:43:12 am

Something else you might consider is using the sound effector in deformer mode, set to affect points. You can then give the effector a restriction tag and drag a vertex map into a restriction field to tell the effector which points to move.


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Greg Burrus
Re: Sound effector to change landscape rough furrows
on Aug 5, 2011 at 11:40:00 am

That's a good one Adam I've used that technique before while trying to figure out robert legers quick tip, http://robertleger.net/blog/2011/05/quick-tip-5-teaser/. Another way which he goes over is using Thinking Particles that displaces the mesh using a proximal shader which is a lot less memory intensive then deforming the mesh.

Greg

http://mogra.g2bproductions.com/ - Blog
http://g2bproductions.com/ - Portfolio


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