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Showing content with the highest reputation since 09/16/2019 in all areas

  1. 3 points
    I would go for an inheritace setup to do this - particle based, not vertex based 😉 First step, prepare your fluid using a fluidPBD - that´s vital as we need groups. As I said - create an emitter for the fluid, 2 groups and use first one only. Check how many particles are in the fluid ( HUD) . Now create another emitter that covers your object with same amount of particles as a shot on the surface area ( you might use volume or grid as well , but difficult to do exact match for number of particles though not impossible ) Next step, use an inheritance mod in time mode to be completed within x frames and restrict that to second group of fluid emitter and inherit the object covering emitter. Now at a given time when everyone has noticed this is a fluid, do a group change restricted by field/falloff and key the offset value for the field to grow from 0 to 100 and take particles out of the fluid by this and make them available for inheritance this way.... If you would keep them in fluid simulation, they are not able to inherit properly ! fluid to object.c4d
  2. 2 points
    Just a last thing I´d like to show in this context to reveal the power of vertexmap creation by XP VM maker. How would you melt an object by fire ? This can be done using a vertexmap generated by temperature that is controlling a group change so static particles get fluid (fluidPBD is a must as it is the only one supporting groups)... Just some hint if you try something like this - start with the fluid set up to avoid explosions when the group change takes place. Means first thing is cover your object with particles that are influenced by fluidPBD and once you found the balance of point density and particle radius to get a nice fluid, set up group change by explosia VM ... melting.mp4 melting1.c4d
  3. 2 points
    very basic setup, but with more but smaller particles you start to get something, I think branding_cycles.c4d branding_cycles.mp4
  4. 2 points
    hopefully you are on R20+ and have fields 🙂 What I would do is cover your object with particles on the area that is to be branded. This emitter get´s an explosia source tag, but no fuel. Now simply use a physical modifier setting fuel and make the brand iron the field limitation for that and provide a collision tag. As soon as particles are within the brand´s points radius defined in the field, particles get fuel and start to burn. Collider tag moves them so you can kill them after a short distance so the burn out and not forever . Brand can be an explosia collider as well as particles are on the object to be branded... ups, just see particles are much too big here, radius 3 or 4 ist far enough branding.c4d
  5. 2 points
  6. 2 points
    there are some settings you have to change. 1) within xp dynamics tag uncheck update points to make it rigid body rather than softbody 2) within xp dynamics tag activate push and crank it up to 100 % 3) most vital - project settings -> xparticles -> substeps at least 2 and iterations 30 collisions 200 help with your file XP-Dynamics2.c4d
  7. 1 point
    Cool stuff ! I noticed that using cached data for the xpOVDBmesher does break the Attribute.PointColor node. Bug or feature, i don’t know. Try this shader setup to get clear water after melting:
  8. 1 point
    trying to get the look more solid for the letters using sheeter, I have been drowning in particles all the time yesterday. Gave it another shot today - successfully I think, but ported to R21 same time as I wanted to compare it´s denoiser vs Cycles one. As it is the only R21 feature used, I hope you can open the file if interested in sheeter settings for this. First thought has been to make it melting like ice, but getting material transparent like water after melting is beyond my cycles capabilities - though I can imagine there could be a way for an expert. So kept it metallic this way 😉 melting2.mp4 melting2.c4d
  9. 1 point
    just to show what cool things you can do with that VM maker. Did you imagine you can light another object this way ? Temperature of ring´s fire is heating up platonic´s vertexmap so the fire on the platonic can start after a while 🙂 Again, no particles needed. light it.c4d light it.mp4
  10. 1 point
    no, nothing to do with fields, but found why it fails now - I set smoke to more than 100% and that seems to cause smoke being emitted from the very beginning. So smoke channel needs the VM Maker vertexmap as a limit as well. Try this scene, it should work without particles... branding_R19_cycles_no particles.c4d
  11. 1 point
    it is worth to take a closer look at XP vertexmap maker. There are so many options that are useful creating vertex maps in combination with xparticles - just another example, you can get vertexmaps that reflect speed of points. This way easy to emit while moving only ... You even can get vertexmaps that reflect influence of explosia elements. See the platonic deform here as soon as it is exposed to explosia generated temperature VM based on temperture.c4d
  12. 1 point
    here´s the render - needs some tweaking but nice contours for the flames I think branding_R19_cycles_no particles.mp4
  13. 1 point
    As you can get a vertexmap from branding iron, you can use this as a direct source for explosia as well. Just limit fuel to that vertexmap . I have used set weight and fade here for the fire and smoke to stop it at some time, so if you want to keep the mark, you´ll have to create another vertexmap with anoter VM maker that only sets values to keep the mark texture. I´ll add the render later - it is still running but looks promising, though I omitted collision on iron to speed up things. Found you´ll have to put it on the polygon copy , mograph text like I tried before does not work though set to create single object. branding_R19_cycles_no particles.c4d
  14. 1 point
    playing around to get some mark as well like this, came up with a solution without any particles 🙂 branding_R19_cycles2.mp4 branding_R19_cycles2.c4d
  15. 1 point
    some tweaks in fuel, amount of particles, lifetime , curl etc. branding_R19_cycles.c4d branding_R_cycles.mp4
  16. 1 point
    OK - found even simpler solution for R19 🙂 As I run into some limitations, I have been thinking too complicated. Just make your branding iron a collider and spawn upon collision into another emitter that has fuel and determines flames and smoke. I limited area to be covered to the area branding iron will hit just to limit necessary particles to get a cover that is dense enough. Size and number of particles will determine quality - and simulation/render times of course. Just as a prove of concept here with a basic cycles setup. Lighting and materials are my really weak points .... branding_R19_cycles.c4d
  17. 1 point
    The only possibility I see for this is split everything - texture and emission to 2 layers and use groups. Emitter is emitting sequential into 2 groups and kill modifiers with cubic falloff take care that on one side group left is killed, on the other side group right. Now I set up 2 cover mods each restricted to a specific group and a corresponding layer of the material. Unfortunately can´t upload my psd file, but just split the left and right part of the texture into 2 layers so you can choose an appropriate layer from the materials used. Of course you can make both groups same colour, just kept them separated so you can see how it works xpCover_split.c4d
  18. 1 point
    Hi, it doesn't look like you can do that with Redshift. RS doesn't recognize the DislpayRender modifier - neither the curve of particle tab come up.
  19. 1 point
    It's still the same. Just create a new plugins folder (if there is none) in the directory. Also, be sure to get the latest build otherwise, it won't work.
  20. 1 point
    go to OVDB mesher ->tags. Activate transfer point colour and some smoothing. This will show particle colour. Next you can go to your objects and check generate object ID this will provide vertex maps for mesh and particles that can to be used to separate colours ...
  21. 1 point
    uncheck update points to make it rigid dynamics
  22. 1 point
    The Bridge for R21 is currently in development and will be available through our website once released. This will also be announced on our social media channels. Thanks, Nathan
  23. 1 point
    Hey. this Looks quite promising. AND so simple … i think i can work with that. Thank you very much for your time and kindness !
  24. 1 point
    I came up with a solution hope it fits you. I left the offsets, the lengths, the tiles and the repetitions on their default value. Honestly I don't know if I can control the emission of particles when messing in those parameters. Hope someone here can say something about it. I created two animations - one for the emition (b&w) to restrict it and another in the color channel so you could see how it could propagate. What I recommend it's to create a small .mov file with an animated texture with the effect that you are looking for, instead of messing in the offsets or the lengths. Hope it helped. Regards Alembic_texture_Emit_0003.c4d
  25. 1 point
    I´ve set up in R21, but should work in all versions below just the same. Some principles to explain I think. 1) Voronoi fracture has to go below a connect with no melting, phong manual to keep shapes. Inside faces exposed. 2) use an emitter with shot on the connect now, limited to inside faces and stick to object. Go to extended data and activate world speed. 3) this emitter gets two questions now. First for world speed greater than, low amount to start spawning when fractals start to move. Second question is a stacked one. Ask for world speed again, this time less than value to stop emitting when fractals come to a rest. But this needs a delay of course so it will start at all. so just add an "and" stack and ask for age, few frames only. Stopping speed can be rather high as there is a delay from burning particles emitted before. Spawning emitter gets fuel and Explosia source. done. emit from voronoi.c4d
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