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  1. Today
  2. Hi all, Recently I was working on the Visual Effect of a melting face. Very quickly I came up with fairly simple xpSystem to achieve the desired effect. Everything went fine until I had to project the texture using camera mapping. In order to make camera mapping work properly, you have to "Generate UWV Coordinates", so the projected texture will stick to the object*** Here is where all the pain begins... "Generate UWV Coordinates" is grayed-out on every single xpGenerator (in this case I used xpSkinner), unless I convert my mesh to static object. I tried using Alembic Files and Pose Morph tags to project static object over existing animation but non of these worked. It's worth pointing out that Emitter texture tag works perfectly fine when the texture is baked but xpSkinner seems to not work with both: UWV Mapping & Camera Mapping. Is there any other method of projecting texture over xpSkinner except from dropping materials directly onto a generator? I.e. Maybe using xpColour Here is C4D Project file for those who want to see the setup - https://www.dropbox.com/s/o23kynz870sf2rv/MeltFX_Problem_v001.rar?dl=0 Files are attached to illustrate problem a little bit better. Many thanks for your help in advance. FaceMelt_WiP_v001.mp4 Problem.mp4
  3. Growingdot

    octane and Xp groups

    hi there, i'm new to Xp, so maybe i'm doing something wrong😄: Seems that octane does not read/render any change of xp groups (using change group modifier), or simply a xp group . neither in live viewer or picture viewer. Any suggest ? Thank You very much
  4. athomicbomb

    xpCover issues - Butterflies landing/taking off

    Wow thanks for the replies, I will have a look now.
  5. Yesterday
  6. krustylicious

    Multiple GPUs (under win10)

    In the render settings under devices have you got both cards selected ?
  7. Steve Pedler

    Particles "Snap" When It Gets Near xpCover?

    NB = 'nota bene' = note well (Latin) 🙂 We don't have any rule about uploads but I personally would prefer you didn't use dropbox. But as I say, it's a not a rule and others may disagree. I'll leave it to you.
  8. Thanks for the confirmation and the illustration file. Works as expected.
  9. You miss the point. You change groups to change the color. You might want to read Lothar's discussion.
  10. Hi @Steve Pedler Thanks for the response works as expected. RE: NB. Not sure what this means RE: please don't upload files to dropbox Is it possible to continue uploading them in dropbox? I have a lot of questions not only on Xparticles/Cy4D and the dropbox keeps them all in tact. That's why they are numbered.
  11. @teknow Thanks for the response. I checked the files but I think it's not what I'm looking for. The color groups remained at one color throughout the timeline. If it was affected, I'm guessing it should turn form blue to yellow or vice versa.
  12. Steve Pedler

    xpDynamics another problem...WHY????

    I'm sorry but I can't reproduce the problem here. We're all extremely busy ATM and coronavirus is not helping. We'll look at this again when time permits but for now there isn't any more I can say. In the meantime if you want to report it as a bug to ensure that it isn't forgotten, please do.
  13. Steve Pedler

    Particles "Snap" When It Gets Near xpCover?

    Reduce the Tolerance setting in the cover mod, that's what it's for (see the manual page). In this case about 2.5 units seems about right. NB please don't upload files to dropbox, you should be able to upload them directly here.
  14. Not directly using a cover mod, you can only have one mode working at a time. But you can do it with groups, see the attached file - should be self-explanatory. c4d240_xpCover_operation_all_poly_nearest_surface_fixed.c4d
  15. You can do that several ways. Here are two example files and one uses change groups and the other Falloff. Color Change Using Groups.c4d change on particle falloff_R19.c4d Lothar gives a great discussion of this topic in a prior message area.
  16. Last week
  17. Hi, Is there a way to have "All Polygons" and "Nearest Surface Point" Operation for xpCover? More details on the image attached You can check the illustration file here: https://www.dropbox.com/s/9fabv38o1voibmx/c4d240_xpcover_operation_all_poly_nearest_surface.c4d?dl=0 Regards, Ben
  18. Hi, For some reason, my particles snap to the xpCover object when they get near to it. I tried adding xpDrag but it still snaps. Is there a way around this? You can check the illustration file here: https://www.dropbox.com/s/i9ikyt23hvgqbyw/c4d239_particles_snap_xpcover.c4d?dl=0 c4d239_particles_snap_xpCover.mp4
  19. Not really have any useful inputs but just have to say that's really an interesting set-up @Lothar. Thanks for sharing.
  20. Hi, Is there a way I can change the particle color when affected by a modifier? For instance, by default it is green. I want it to change to red when it is affected by the wind modifier. I tried the Action Object>Editor Display but it doesn't work as expected. You can check the illustration problem here: c4d237_change_particle_color_when_affected_by_modifier.c4d
  21. Nathan Page

    x particles trial

    @vision frame Please click 'Change License', remove all of the information and click OK. You will then need to close Cinema 4D, reopen and on re entering your information, you should see that it works correctly.
  22. vision frame

    x particles trial

    once i try to add a trial x particles License it give me this , now I cant use it at all
  23. Nathan Page

    Reductions - 30% OFF

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  24. And here is a version with one emitter - so you can see how to set up the appropriate questions. Key is, you have to start first cover with a question - frame >0 to make everything action controlled (particle cover sphere question). But it´s more tricky 🙂 Problem - you want alignment to travel direction while flying and surface alignment upon landing. But there is an axis problem. Alignment to surface normal requires Z axis up - but that causes wrong orientation while travelling towards target if you choose tangential orientation within emitter which would be preferable. So you have to orientate butterfly´s z-axis up and set rotation for emitter to fixed value to get correct attitude while flying towards first target. Whenever you like you can release the butterflies from first target. I have choosen another question for age (cover sphere.1 question) this one terminates cover mod and same time activates a limited (by field/falloff) Attractor that pushes the butterflies away from the first target. but now they would travel orientated as alignment has been - not desirable. So there is a spin mod limited by field/falloff not to interfer with nex alignment procedure activated same time that orientates them back to travel direction and last another cover mod is activated to provide a new target to travel to ... butterfly2.c4d
  25. ok, Think best way is to spawn particles to a different emitter and restrict cover to the generating one . butterfly.c4d
  26. Here´s the file for the first method - direct collision. I gave up caching after an hour - rest time raising from 1 to more that 3 getting to 40 % but direct render seems to be fine, expect vid in about 1 1/2 hours or so ... particle vs explosia2.c4d
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