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  1. Past hour
  2. Hi all! Can I use my 3 personal render nodes at home (so 3 hardware with their own MAC address) but also the same render nodes (1 seat / 3 render nodes) in my office? So not at the same time, not on the same network, but 6 MAC addresses in total for a license 1 seat / 3 render nodes. I'm the only one user (1 seat) but I learn at home and work in my office šŸ™‚ Cheers, JC
  3. Today
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  5. artcore-division

    Intersections

    Hard to say without checking the file but ... First of all try to reduce radius in Emission tab. Second, you will have to increase sub-frame steps for more accurate simulation ... press ctrl+d, go to x-particles tab and you will find it there.
  6. artcore-division

    Waterfall effect

    You can use a generator ... Just put whatever you want to generate as a child. Done šŸ˜‰
  7. Cyber-Steve

    How can I participate in the Early Access

    Hi Mohamed, thanks for your help.
  8. Cyber-Steve

    Extremely slow computation of caching

    Wow, I have never seen a forum where as little is answered as here. Although I look at the other threads ... many read here but no one answers. Pity
  9. Mike Batchelor

    Wetmaps reveal

    yse use them in the alpha of a material as a mask
  10. Emilio Valenzuela

    XP Dynamics set up

    It is happening something similar to me. It is working slow. Also when I apply the xpdynamic tag to a cloner it's not working properly. I've tried to use the xpPPCollision Object, the xpConstraints or the xpFluidPBD, as is suggested for the xpShatter, to make the particles collide with each other but it's not working properly, Which is the way to proceed with cloners? It's very promising to be able to work whit all kind of simmulations together (dynamics, cloth, xplosia, fluids, shatter) but in the presentation video for the "X-Particles Early Access Update - xpDynamics presentation" https://www.youtube.com/watch?v=in5Mig-Rvnc, in the minute 2'38'' seems to be easier and faster than what I'm achieving. I want to dig more with all the new features.
  11. Hi, Just bought X particles and trying to replicate a Volcanic eruption with glowing Lava particles. Like this, I like the way particles speed ramp up and then fall back on the surface of the mountain glowing and there is some contact glow as well. https://www.youtube.com/watch?v=9Plj4b79cwg Any help advise/ tips much appreciated ! Thanks !
  12. Yesterday
  13. elmake

    Rendering Post Effects

    I rework cameras and it works! But completly different to lice preview:
  14. One question. HOW? I have readed manual and set 32bit channel, select camera, but still doesn't works: My final render pic is completely different as in preview window. :(
  15. Last week
  16. Cyber-Steve

    Extremely slow computation of caching

    I noticed that if I let ExplosiaFX generate directly in the cache, the computation time is extremely higher than if I run the process live on the editor window. This is extremely annoying and totally stops at creative processes. At first I thought that was due to the cache processes, but I am writing to an SSD and the data is only a few hundred kilobytes in size, so it can not be. Why is that? This leads me to the next question, when X-Particles is taught to expect synonymous with the GPUs. The competition (Realflow, TurbulenceFD, Houdini) make it clear how it works. Large amounts of particles are not exactly the strength of X particles. best regards Cyber Steve
  17. ariexietrotiv

    Point selection to groups

    Huge thanks
  18. Sagun

    Maintenance Purchase

    NO problem. my friends is already back and he said his license is renewed šŸ™‚
  19. Yeah.... i did that (duh), in the Object not in the cyEnvironment . Thanks !
  20. quick scene setup with the cyEnvironment object and the hdr image hidden .
  21. Where did you uncheck the camera, in the cyEnvironment or cyObject?
  22. Sareesh

    UDIM SUPPORT

    Can anybody tell me how to load UDIM textures in cycle4D
  23. Hi, I have a white cyEnvironment to light my composition and have applied the cyObject tag and unchecked Camera in order not be seen by it, and I am still getting a white background in my composition. What am I missing? Thanks!
  24. Namako

    Fill up an Object

    Ok. So to create a situation like in screenshot_6 is not possible with x-particles?
  25. Lothar

    Fill up an Object

    IĀ“m afraid - not at all. Fill uses a liquid simulation setup, so the solver is not supposed to care much for intersections as particles used are being meshed in most cases ...
  26. Namako

    Fill up an Object

    Hi Lothar, a question is still unanswered. How to get rid of this intersections as seen in the Screenshot? IĀ“ve tried the xpCirclePacker but no effect. Best regards
  27. Wow thank you so much for your time in answering and helping me!! This is very helpful, and nicely explained! Best!
  28. OK, looks we should go though the basics - I`m trying to explain again and go through the details. What you want is basically a limited influence of a modifier. You can consider explosia object being a modifier like others, e.g. xpturbulence. Do do so, xparticles has groups. You can think of a group as a container where specified particles are in and you can limit modifiersĀ“s forces to act only on specified groups by dragging group objects into the window found in groups affected tab. This way Explosia has this window as well to be found under the advection tab , just called groups. So lets go to through the scene you attached above again in detail. First things to do - disable emitter called plane as itĀ“s output hides things we want to see and delete animation for activating explosia, we donĀ“t need that at all. Now go to texture emitter -> display and set it from dots to box or circle for better visualisation, letĀ“s say box. If we play animation now, some white boxes are coming towards us, not what we want. Tried to change your texture that I get an alpha, but had to realize, that does not work, not sure if bug or limitation. So most simple solution - donĀ“t use a plane but a disc for emission. and apply texture to this disk. In texture emitter all you have to do is replace object emitter plane by this disk. Now we have particles from white areas emitted , again not yet what we need. Time to explore texture emitterĀ“s texture settings. Go to texture emitter -> texture tab and as a first step we are going to disable all channels by setting everything from colour to none. Now we get green particles emitted from the disk as none of the texture channels is evaluated. You may now try and activate emission channel by setting this from none to colour. Now you see our green particles are emitted from white areas only, not what we want so set this to none again as I explained in my previous answer . This channel is working as a limiter for output rate , white full output, black none. Time to introduce groups as long as we get visual reference. So go to texture emitter -> groups tab and click create and add group. As the group is active now, just change the colour to anything, letĀ“s say green ( which it might be already depending on some preference settings). Nothing changed so far as we play animation now. Repeat that step and in texture emitter create and add another group and change itĀ“s colour to anything else, maybe red. If you play now, you have red and green particles coming from the disk, but randomly distributed and not from texture colours as you want. If you cycle through the mode options within group tab, youĀ“ll find nothing you can use directly, random, sequential, use gradient ,everything is meant for particle index, so you have to choose "use first group only" and we take care for sorting later. Now all particles born are within group 1 and we can go to explosia , advection tab, activate this again ( got lost when we deleted animation) an drag group 2 object to the group window. If you play now - nothing happens as all particles are emitted to group 1 so this group explosia is limited to use is empty now, nothing to advect. We have to send particles to be affected to this group. LetĀ“s see how we can do that now, First step, back to texture emitter , we go to object -> texture tab and set colour channel from none to colour. Now playing animation we get white particles from white areas and black particles from black areas - thatĀ“s a step further, but still all particles are in group 1, so nothing else happens. But now we have an additional tool, xparticleĀ“s question /action options. We can go now to texture emitterĀ“s questions tab and add a question , it adds as a default asking for age, not what we need, so we change this to colour, just next option on particle data cycle list. Default is set RGB value greater than 128,128,128 so just what we need as we want to send our white particles that have close to 255,255,255 - sure with a variation as it gets values from the texture colour at the position where this particle has been born . As an action (-> add action) we choose action type -> direct action and direct actions -> change group. New group is group 2 of course and groups affected you may drag in group 1. Now we are almost there. We see black and red particles coming and the red are moving according to advection now as group 2 is filled with all particles that are emitted from white areas now. We donĀ“t want the particles to turn red (the group colour) so all we have to do is in change group action, uncheck colour, so the original colour is kept. Now you should see black particles coming in straight and white particles in a chaotic motion caused by advection as you desired ... Hopefully everything is clear and understandable now. As a last point to consider, once you limit a modifier to a group, it will ignore all other particles. So does explosia. If you want the other particle layer from emitter plane we switched off as a first step be affected by explosia as well, you have to create a group in itĀ“s group tab as well and drag this group to explosia -> advection group window . Without that group, this emitter activated again will be ignored by explosia...
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