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  1. Past hour
  2. Lothar

    Spawn particles scale

    you can do so. Be sure to use groups for this. I set the emitter spawn every 25 frames. Scaling is limited to this emitter by its group. Within spawning mod -> inherit tag, radius (which is scaled ) is ticked. Now you get spawns from current radius size which are not scaled down as this is limited to the group of the originating emitter only 😉 spawn.c4d
  3. FullHPetrol

    GPU-acceleration

    I absolutely agree! This is my number one request. ANd the best part would be multi GPU usage (TurbulenceFD knows how to work only with a single GPU)
  4. Today
  5. mforghieri

    GPU-acceleration

    i also agree, gpu accelerated simulations is what xparticles needs to become a real production tool!
  6. Samuel Lim

    Spawn particles scale

    Need help setting this. I have a main emitter emit particles that scale down overtime by age, while spawning. Anywhere I can inherit the scale from the main particles at the current frame? MAXON CINEMA 4D 2019.06.20 - 22.36.44.02.mp4
  7. Hello, I came across an issue with X-Particle Plugin. I have a 3d mouse "3Dconnexion SpacePilot Pro" and the plugin appears to comflict with this equipment - the viewport lags significantly rendering the device unusable. To ensure the problem lies with the plugin, I made a fresh install and manually added all the plugins I have one by one and on X-Particle Plugin the issue appeared. As soon as I remove the folder, the issue is gone. This issue started with R20, previously X-Particles+R19 had no adverse effect on 3d nouse. I've already contacter the vendor and C4D developers, and they both assures there were no problems. Now that I finally located the problem, I want to resolve it! I'm willing to provide additional information for this issue to be resolved ASAP.
  8. Wolf Soujon

    Team Render does not recognize Cycles plugin

    mhh… I'm new to this forum and havent't figured out yet, how to edit my own post. Anyway. I found out what was missing - the Microsoft vcredist_x64. Fresh Windows 10 Installation and only R19 on it. Installed vcredist_x64 and now it works like a charm.
  9. i have a very simple animation, but very fast (5 frames), so xparticles give me these two issues: a very sharp turn in the particle trails particles start to appear very far from the emitter (Particles have no speed and no motion inheritance) thx!
  10. Yesterday
  11. teknow

    Wow, xpSplash!

    Here's the link. This will be so cool but I see we won't get it till July 8 It gives amazing control over the splash.
  12. teknow

    Wow, xpSplash!

    This new one (as of today) will produce a crown splash!
  13. In the xpSystem Object - Object tab under General you have these two options: Only Modifiers in Same system; Only Deformers in Same system; Besides these two you can always include and exclude inside the emitters but if you have several systems the first it's the best and quickest option, depending on your needs. Cheers
  14. Hi all, I have a scene with a multitude op systems. One of the systems seams to be influenced by the turbulence or the gravity of the others. Why is this? How to prevent it? Cheers! F
  15. Lothar

    Delay Ignition of Particles?

    great, happy I could help 🙂
  16. Last week
  17. helloimneilhell

    Delay Ignition of Particles?

    @Lothar Thought I'd post here the end result that was achievable with your very generous assistance. Again, thank you very much for your help!
  18. Found out what was the problem: seems like subdivision sufaces (and sweeps and so on) cause the ‘follow surface’ modifier to behave differently in the editor view and at rendertime. Make them editable and everything works fine after that. cheers steve
  19. @Ljon Download a tool called GPU-Z and you will see it utilized. CPU will be utilized too. How much? Depends on your scene. For example:
  20. Hello there, I can't get Cycles to work with Team render under R19. (C4D on Windows 10, Team Render Client on Windows 7) Everything is fine locally and Team Render does work in principle but does not seem to recognize Cycles (and apparently X-particles, for that matter). I tried both Plugin Folder Options (App and Roaming) No luck. My Software supplier told me, that I can use 3 Nodes in total with the license I bought. It says "License Seat Count: 1" in the invoice and I understand that refers to the actual Plugin "seats" within the Cinema 4D app and not the Team render nodes. 20(40) cores in my RenderCube are hungry for some Cycles rendering. Does anyone have a clue? Any help greatly appreciated, Wolf
  21. ariexietrotiv

    Open VDB Mesher filters

    Check these: https://insydium.ltd/support/video-manuals/x-particles-video-manual/generators/xpopenvdb/#1309 https://greyscalegorilla.com/x-particles/ https://www.lynda.com/CINEMA-4D-tutorials/X-Particles-4-Cinema-4D-Essential-Training/661803-2.html
  22. teknow

    Open VDB Mesher filters

    It would be hard to verbalize the effects. You really need to see them. Bob Walmsley (sp?) said in one tutorial that Gaussian gives the most rounding.
  23. Greetings, Is it possible to spawn new XpSystems as we spawn new particles? Say we have encapsulated in one XpSystem all the logic of an independent dynamic particle module. What would be the most reasonable solution in Cinem 4d to emit multiple of these dynamic modules? Obviously xpGenerator is there for simpler objects and baking this module to an alembic object would make it non dynamic. Thank you!
  24. I have updated drivers and asked the guys at Rocket Lasso.
  25. Shin-Kaiser

    Open VDB Mesher filters

    Is there a comprehensive rundown of what the different filters do for the open VDB Mesher and the differences between them? I would have thought to find this in the documentation but it glosses over them and tells you to experiment for yourself...! ....Which I guess is okay but there may be something they offer that I may miss. Can anyone help? Thanks
  26. Hi, I'm recently bought Cycles, but cannot get it to use my NVIDEA Geforce RTX 2080. Any ideas?
  27. Hi, Is there a way to have the cached particles behave like in Krakatoa? Which means 1) Access Cached Particles 2) Duplicate it 3) Randomize the position for a little bit 4) Output to a new cached particles 5) Repeat Of course, this means there will be millions of particles but I guess the viewport can handle it with the LOD function. Is this feature available in XP? Thank you
  28. Gotcha. But for reference, it's possible in Vray4C4D and C4Dtoa. Anyhow,Thanks @Martin for the confirmation. Have a great day ahead!
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