Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


cudarsjanis last won the day on December 30 2020

cudarsjanis had the most liked content!


About cudarsjanis

  • Birthday 10/23/1984

Personal Information

  • Name
  • Location

Recent Profile Visitors

3,569 profile views

cudarsjanis's Achievements


Newbie (1/14)



  1. Thanks a lot for this! This was exactly what I was looking for
  2. Thanks, that's helpful, but I don't want to customize anything too much at work. I was just curios which keys are being used mostly amongst TDs. Cheers Janis
  3. Hey hey, was just wondering which custom keys are you using for these guys? (Update mode from “Always” to “Never.”) I assigned Q and E, but E is scale so not the best one to use for it. Cheers Janis
  4. Can't believe no one has fixed that even in latest 18.5 build. Thanks for the tip
  5. That looks good. any chance this goes on gumroad at some point?
  6. Just updated my reel. Check it out
  7. I ended up just using Cd from geometry. so it`s ok for now. just need to subdivide geo a lot. I`ll get back to this one when I have time. as it is working for now. Thanks
  8. bump This is a very good tutorial about how to do it, but Cannot wrap my head around of how to do it based on UVs ..
  9. Hey guys. Any idea how I could get render time displacement, based on values of points that I scattered on the surface? This is a simple scene of what I`m trying to achieve. Basically I have sourceprimnum and uv values on points and I just need to transfer those values to UV maps I think so I could use them in redshift to drive displacement. I tried using geomerty to bake displacement maps in COPs and it works, but original geometry is would have to be subdivided too many times and would get way too heavy for what I`m after. Any ideas how I can do that in render time? I`m gonna use Redshift, but that doesn`t really matter. Cheers Janis displacement2.hip
  10. Thank you for this! Exactly what I was looking for. Cheers Janis
  11. Thanks for all the help guys. Lots of files and setups to learn from. I ended up just getting rot axis Vector(using N and up vector) and getting orient attribute with quaternion function. As this seems like the easiest way to rotate. I bring each card to the center so I use transform just to scale them up uniformly. Cheers Janis
  12. Dude you`re a legend! Thanks a lot for this. It`s gonna take some time for me to go through all the wrangles and understand how exactly it`s working But it works good. apart from cards flipping. I`ll upload part of my setup so it`s more clear what I`m doing. I kinda made it work with building a polyframe and rotating, This tutorial helped me a lot with trying to understand matrices and so on: but it rotation work only on one axis and when I try scaling it acts bit funky (RotX and scaleY works nice). That is why I thought bringing it to center. do all the rotations and transforms there and then transform it back to world space(for each card) would be a better solution. Cheers Janis cov_eigenC.hipnc
  • Create New...