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  1. 3 points
    somme tweaks later 🙂 ignition by infectioCY2.mp4
  2. 3 points
    and another, maybe simpler approach using infetio. Same emitter settings, it needs fuel within physical data and 3 groups this time. Groups extended mode, starting one gets none the other two need fuel. Now take care the the infectio seed object gets a position within the fire that you want to use to ignite . A PSR constraint can do this job. As soon as the infect is started by contact with the seed object, it starts to burn now . ignition by infectio.c4d
  3. 3 points
    Hey chaps, I´ve created a little sun & sky preset that dynamically changes direction and color temperature based on the light position. Download: Cycles4D_Physical-Sky-Rig_2019.c4d Here the runthrough: https://drive.google.com/open?id=1NeQIRP_L983QFCDgQRLNz6TJjqeptzC9 Feel free to use and modify it to your own needs. Hope you like it. Cheers, Mario
  4. 2 points
    and a last hint - you can use a speed gradient as a visual reference after what age you should kill speed. Particle speed is set to be born at 0 speed. Then you can see acceleration by gravity and motion inheritance as they fall down. Now play with the particle age question to see them getting speed 0 again (which is necessary, if you don´t do that particles will slide along on the ground according to motion got from emitter movement) and being accelerated down again, this time by gravity only,... motion inheritance3.c4d
  5. 2 points
    You can do that using a vertexmap generated by an EFX parameter. I have choosen fire here so it can spread out if you have enough fuel on the ignited particles. . The vertexmap is used to perform a group change. The emitter for the object to be ignited gets EFX source tag, some fuel and 2 groups, both set to extended mode. First group used gets no fuel, the other needs some. For the group change I use the vertexmap generated by the fire from the ring I move to he other object to take effect. As soon as the vertexmap indicates there is fire , group is changed to the group that has fuel - and this way it starts to burn. You can balance with pressure and fuel amount to cause the new burning particles cause more fire so it will spread out as vertexmap generation is not limited to an emitter but just fire , regardless where the fire comes from ... ignition.c4d
  6. 2 points
    I've uploaded an example scene, that splits the cyEnvironment into an HDRI for lighting, and a background image for compositing. You need to use the Alpha Channel checkbox in Render Settings > Save to render with no background image so you can composite it in After Effects The key is to use a Mix Shader to split your background shader into the camera background and the lighting off camera view. You can't use cyEnvironment's "Controls Texture Rotation", so I've added a mapping node in Cycles4D HDRI_bg_setup_correct_upload.c4d Studio_06.tif
  7. 2 points
    ok - a lot of things to correct. First thing to know, you can´t change a group from one emitter to another, only groups within one emitter. This is why the new meta group has been introduced as this guy can take groups from different emitters. So let´s delete emitter advect and give emitter normal the second group, emitter advect. . You want to start with group emitter normal, so set group mode to use first group only. Another thing that will not work - don´t stick particles to source object , this will be stronger than any advection. You could do if necessary (e.g. if you would go for an animated text) but then have to unstick action same moment you change group with is possible of course, but not necessary here, just set speed for both groups to be 0. Don´t know why, but explosia has been broken in your file, so I had to add a new one. But saw you did not set group advected to be advected in your version. If you want particles to keep the colour received when entering new group, you´ll have to turn down colour to 0% within advection tab... Edit, just another note , your material on the explosia doesn´t make sense to me. You want to advect particles, so you want to render these and not explosia simulation. So materials should go to emitter or groups instead ... advec_text_corrected.c4d
  8. 2 points
    buoyancy is always working in y so you have to consider this and simply bank your camera 90 ° , you don´t need to hold it by hand 🙂 Very basic setup, but you can see the principle emitting collider2.c4d
  9. 2 points
    that is not what I said 🙂 I said make object collider and cover object with particles which act as a source, like this : emitting collider.c4d I reduced all buoyancy so you can see object is working as a collider and still emits fire and smoke ...
  10. 2 points
    One way of doing this is Questions or the other way is dynamics with a spawning emitter (upon collision) with a ExplosiaFX source tag. If you give the car body a collider tag, you can then stick the smoke to the car too . Scene file with bouncing ball hitting cube with a collider. The Questions way is more flexible smoke on collision test.c4d
  11. 2 points
    even more crazy if you move that guy and add a copy as a collider 🙂 colour smoke3.mp4 colour smoke3.c4d
  12. 2 points
    in the xpGenerator object change the scale option to get scale from the object and it will work as expected
  13. 2 points
    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 modifiers´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 it´s output hides things we want to see and delete animation for activating explosia, we don´t need that at all. Now go to texture emitter -> display and set it from dots to box or circle for better visualisation, let´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 - don´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 emitter´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, let´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 it´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, you´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. Let´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 - that´s a step further, but still all particles are in group 1, so nothing else happens. But now we have an additional tool, xparticle´s question /action options. We can go now to texture emitter´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 don´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 it´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...
  14. 2 points
    Yes, you can do that: But you do need a lot of vertices in the object to get that kind of resolution. The other thing is that this is what you see in the viewport. On render the noise will look quite different. To get round that, in the noise shader change the Space to UV (2D) and then it will look the same as the viewport when rendered.
  15. 2 points
    Hey, here is a xp setup im experimenting with, please share if you do something cool with it. Iv shared a video on IG; https://www.instagram.com/andredeyoung/ and will upload a video on INSYDIUM ONLINE too. /Andre XP_worms_setup_01.c4d
  16. 1 point
    Just see setting priority for the constraint to generators could help in addition motion inheritance2.c4d
  17. 1 point
    there is a trigger action modifier for this. Use it with a falloff and as an action put unstick particles. The attractor is just to avoid particles penetrate that cube when getting unstuck. They are forced outward before they set coarse to fill the sphere.. unstick particles.c4d
  18. 1 point
    you are right, TFD can set a buoyancy direction . Perhaps you should write a feature request for that ?
  19. 1 point
    The radius of the particles will also help. Check this tutorial:
  20. 1 point
    but there is no way to render this native Cinema, you´ll have to use Cycles or other 3rd party renderer, correct ? Xparticles gaseous material does not provide colour channel - or is there a way to convert this by expresso or python ?
  21. 1 point
    quick scene setup with the cyEnvironment object and the hdr image hidden .
  22. 1 point
    off topic, there is a known Windows bug (in Windows kernel itself) about Threadripper, it only uses half of the cores (even if it shows full CPU utilization) which gives half the expected performance from that CPU family. this is in all Windows applications which uses one of that CPU family (not just Cycles 4D).
  23. 1 point
    Maybe this will get you in the right direction. https://www.provideocoalition.com/xparticles-crown-splash/ ( the first option when you google "x-particles crown splash" )
  24. 1 point
    I found that the tutorial on strange attractors cloth simulation explains this process. Export out an alembic file and merge it back into your scene. At around the 50 minute mark its explained how to bake the cloth sim. Thnx for a great tut 😉
  25. 1 point
    Yes, the problem may well have been fixed in a later bridge version. Good idea to try that first.
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