Atm i do some r&d for getting a cartoon-look with c4d for doing a children's-book together with my girlfriend as a private project.
I found a very nice approch and technique here:
He is using Houdini and Arnold.
So i downloaded a Demo for Arnold (c4d) to see if i can replicate this technique straight in c4d, but long story short, i cant 😦 and i believe without coding some stuff this want be possible anyways.
So i thought to rebuild his priciples with c4d and xparticles.
Lets dive into it:
What i try to achieve atm: particle rotation based on the particle color.
The particle color is given by a normal textur, this will change later.
Now it´s the easiet way to get access to the data. For my understandig the color information inside the normal texture can be seen as a vector, is that right?
I am using Xpresso to get access to the color(which contains the normal data) and the x-particle roation.
By feeding the vector into a range mapper it convert to degress.
The range mapper output (degeress) is going into the particle-rotation.
There is defently something going on, and the particles are rotated individually based on there color, but somehow not right.
What i like to see is that the roation/orientation of the particles is based on the surface correcly, that means based on the normal direction.
Does somebody has an i idea what went wrong here? Maybe the rangemapper settings? or is does somebody is spotting even a basic missundestandement?
If you like to have a look into the reduced testfile you are very welcome:
test-normal to roation-2.c4d