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Cinema 4D Voronoi Fracture

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samuel sellers
Cinema 4D Voronoi Fracture
on May 6, 2018 at 4:29:20 pm
Last Edited By samuel sellers on May 6, 2018 at 4:40:00 pm

I'm not sure if this question has been asked anywhere yet. I'm hoping it will be a something simple that I'm missing.
I have set up a model of an anvil to fracture using Voronoi fracture and then have the inside faces texture a different texture to the outside faces, I have the model split into around 1000 pieces. What I'm trying to do is make the Mograph fracture editable whilst retaining the different textures. Otherwise, I have to go through and select the polygons for every 1000 chunks!
I'm using R19.053 on a Macbook pro.
If anyone has any ideas I would really appreciate it!

Update, I Think I've just worked out that it does it automatically. So I must have been doing something wrong the first time!
Thanks anyway

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Adam Trachtenberg
Re: Cinema 4D Voronoi Fracture
on May 6, 2018 at 10:22:52 pm

If you assign the materials before you make the object editable there shouldn't be any problem. Make sure you check the Inside Faces and Outside Faces boxes in the Vornoi's Selections tab.

When you make the object editable you can put the materials and simulation tag on the parent null and it should render correctly.

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