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Showing content with the highest reputation since 08/10/2019 in all areas

  1. 4 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. 3 points
  3. 2 points
    Here's an example of a great text effect using xpConstraints: Avoidance 10.c4d And it has no intersection
  4. 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
  5. 2 points
    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
  6. 2 points
    very basic setup, but with more but smaller particles you start to get something, I think branding_cycles.c4d branding_cycles.mp4
  7. 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
  8. 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
  9. 1 point
    Hi Insydium 🙂 I dont know if its a good place to post it, but i wanted so say thanks that you are keeping to push xparticles. Without it there is a lot of stuff that just couldn't be done in a justifiable way in C4d. We recently finished a job where we used xpc as a basic crowdsim tool( and obviously some konfetti 😉 ) which i would like to share. One lesson from the job was that i do feel that there should be a more convenient way to select and manipulate particles by their id. I did have success with python, but it did seem so slow things down a bit. C4d R20, XPC, OC
  10. 1 point
    just see - another thing you can do is try to balance mass of sphere and spline some more points for the spline here and less mass for sphere and more for spline ... c4d154_xparticles_spline_and_rigid_bodydynamics2.c4d
  11. 1 point
    xlpCover will VolumeFollow.c4d
  12. 1 point
    Btw - as you are talking about objects to be formed, you can as well align those objects along travelling path . To do so, go to primary emitter -> extended data -> general data, check use rotation and set rotation mode to tangential, persist orientation. Now within expresso pull out rotation from get data node and wire that to global rotation of null. Aligned 🙂 XP multicolour particles_0001forming objects_algned.c4d
  13. 1 point
    viscosity of 100% in the FluidPBD seem not to be what it likes 🙂 I reduced it to 50% but on the other hand raised viscosity in emitter -> extended data ->fluid Data a lot and a bit more surface tension Another thing to tune - pumped up iterations in Projetsettings - xparticles to 25 think now you are getting closer ... PasteTest.c4d
  14. 1 point
    finally last one as I think if you are referring to morph tutorial, this might be rather complex to you. Now every particle is spawning and forms a cube , keeps this shape for 90 frames and then changes into a new shape. Kept first one as a cube. All this while mother particle is travelling along it´s path. Note , you can use the unstick from source in every question so you need it only once, only the modifiers need to be duplicated. That I put them as a child is just for my better orientation when switching targets and not necessary at all. XP multicolour particles_0001 objects morphing.c4d
  15. 1 point
    now I have changed the VM generation to polygons of ring - set and fade, so the fuel generating will stop soon as the ring has passed. This causes ignition, but flames extinguish when all the fuel emitted is burnt and you just get a little puff of smoke and fire when the ring passes. Btw - I´m a hobbyist myself - but with Xparticles since very first version as a beta tester which is my main part, not creating nice renders 🙂 So I have bit of a knowledge about techniques I guess 😉 light it4.mp4 light it4.c4d
  16. 1 point
    to go one step deeper perhaps - you always have to think about parameters available and parameters used. Look at the cycles point density node. Key is that is uses burn parameter to shade things. The only thing that can burn is fuel, so you are free to use the other parameters like temperature , smoke etc at will without being shaded unless created by burning fuel. You just have to create fuel to get a rendering. The emission of fuel can be limited by vertex maps which is great. I´ve done another example to make it obvious. Now the ring itself does not burn, but emits a real hot temperature so the vertexmap generated by VM maker set to temperature will be triggered when the ring is passing. The massive heat from below will add and keep fuel emission alive so you get a real massive burning when ring has passed the platonic. light it3.mp4 light it3.c4d
  17. 1 point
    don´t see that - both objects need explosia. If you remove explosia source tag from the ring there is no fire any more. If yes, your cache is still active 🙂 Ring should use all volume as set in the tag and can´t have a vmsource as a limitation * as this ring is the primary heat source as it is burning it´s fuel. This heat generated by the ring is capured by VM maker and makes the vertexmap set on platonic change according to heat received. This is what fires up the platonic as soon as it´s vertexmap is receiving temperature from the ring fire. Point values of vertex map change from 0 to something up to max 1 so this is kind of a multiplyer for the fuel and this way I set fuel for platonic much higher compared to ring fuel so it will start to emit sufficient fuel even if not reaching 1 for the vertex points. I hope you understand the principle how this works now . If it looks that not all ring elements are used, perhaps raise the pressure a bit and recache. Edit: * of course it can but not based on anything received from explosia sim as long as there is no other heat source. Of course I could throw the ring in and start it´s fire as soon as it comes to a rest based on vertex speed and another vm maker let´s say... hopefully not confusing now 😉
  18. 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:
  19. 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
  20. 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.
  21. 1 point
    So this is going to sound crazy and I am definitely going to submit a bug report, you should as well. The window mapping is actually being based off the size of your real-time preview window. Change the aspect of your real-time preview window by increasing the size of your material area, you are basically trying to get rid of the grey overlay that shows up over your image in the real-time preview window. This will get you the results you are looking for. It does not affect the render, so as long as your render settings are correct the image would render out at the correct aspect ratio. Another way to see what is happening is to solo the window texture coordinate output and then start resizing your real-time preview window. Hope that helps!
  22. 1 point
    you did not send a scene unfortunately, but most common reason - if you deactivate a modifier by question, you set it from independent to action controlled. This means you have to activate it by action as well as a first step. So as a first question ( sequence is importand !) put a question for age is greater than 0 and drag your modifier to the activate slot. Then as a second question put your stopping criteria and deactivate your modifier again. As an example, I start spawning and turbulence ( better seen than vorticity in this case) at frame 0, latter limited to group 1 ( only generating, not spawned particles) to make it more visible . When generating particles have travelled a distance of more than 150, turbulence stops and they continue on last heading and when they are 60 frames old, they stop spawning ... question handling.c4d
  23. 1 point
    That file was just to show you the power of xpConstraints and its Connections. Here is an example using your objects. You can adjust the Stiffness using Subframe Steps in the Project Settings. Soft_Body_Test_dynamics.c4d Here is another to show you the kind of things you can make if you study xpConstraints in those training videos. They sure got me excited. Constraint Trails 4.c4d If you have Cycles4D render with that.
  24. 1 point
    all other unbiased render engines have added this feature and it is very useful and blender have light group for this
  25. 1 point
    In the new version of Blender Cycles they made it so the tiles size really doesn't slow down the GPU anymore if the tile size is not big enough. It seems the new Cycles 4D also has this. This means if you have a really fast GPU in comparison to your CPU you can set a smaller tile size and not have the frame of the render waiting to have the CPU finish the tiles it's working on near the end of the render. In the past it was faster to have the GPU working only because you would have to set a bigger tiles size to not get a slow down and if you had slower CPU working with that the GPU would quickly finish all the tiles, but the ones the CPU was working on. This would delay the render finishing because it's waiting for the CPU. Long story short smaller tile sizes will probably be better. I use 32x32 as default now.
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