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The place to talk about X-Particles and Cycles 4D


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Dave last won the day on December 7 2019

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  1. Dave

    Camera Projection

    I had a quick play and couldn't work it out how to render projection mapped textures My suggestion would be to bake your textures onto your simple geometry, using the C4D Bake Material tag. Then the geometry will be using UV mapping which of course works in Cycles 4D. Not idea, obviously, as you'll need to make sure your geometry UVs are ok first
  2. Dave

    [Material] Fresnel input node falloff

    Use a Color Ramp rather than a MixRGB, then you'll have fine control over the gradient. Customise the white and black levels with the Color Ramp rather than the IOR too
  3. Here's an example scene. It's animated with a Cycles mapping node, and relies on very specific UVs and gradient. Because of this, it's best to do this as a render pass and transition the object in compositing program. There are plenty of other ways to achieve this in C4D animated_transparency.c4d
  4. Dave

    Soft Body Dynamics Issues

    Massive thanks to both of you for your help. I think the OVDB approach might do it, although not a huge fan of the blobby look unless I massively increase the number of particles @LotharI might be using the scene wrong, when I add gravity and a collider for the cube, it just collapses when it lands. This was the reason I wasn't using dynamics, I couldn't get it to conserve my object volume. BUT I played more with the xpDynamics and managed to get something I'm happy with, attached Thanks again! XP_soft_body_dynamics.c4d
  5. Dave

    Soft Body Dynamics Issues

    The short answer to that is I don't want the mesh to detach from the particles with xpDeformer. Am I using it wrong, or is there another approach to attaching a mesh to particles?
  6. Hello. I'd like to create a soft body in X-Particles. I find that using the points on surface approach on meshes creates hollow-looking soft bodies, however I set up constraints or subframe steps. On the other hand, creating a regular grid particle array from the constraints Maintenance Training has the correct look. But if I try connecting this regular grid array to the mesh with an xpDeformer it doesn't connect correctly, see attached scene and image Can anyone give me tips on how to do this? My only thought is I have two emitters for one soft body, one emitting from mesh points, then one inside to give it solidity. Or somehow using vertex weighting to attach the mesh to the particles Thanks! XP_soft_body_demo.c4d
  7. Dave

    Compositing With Cycles 4D

    Pipe in a Cycles Gradient Texture node, then remap the colour with a color ramp. I added a Mapping node after generating the background UVs and rotated them 90° for an up down gradient, then piped this into the Gradient Texture node vector port. See the attached C4D file. You'll need to supply your own HDRI. TBH it's probably a better workflow to render with alpha and then composite your background in post, but this is obviously a bit quicker HDRI_bg_setup_gradient.c4d
  8. Dave

    Smoke Alpha Channel

    If you're using After Effects to view your renders, you can go to "Interpret Footage" and set the alpha to "Premultiplied - Matted With Color" to black, which will be the default for C4D renders. Otherwise, your straight alpha render is how the smoke looks against that lighter background if the alpha interpretation is set to "Straight - Unmatted" If you're finding the smoke still doesn't look "right", it might be worth checking your renders against a similar colour background to the one you'll be compositing against, and dial in the look you want with different lighting and/or smoke colours or density. Or you can get more advanced and render a smoke pass as a separate render with a "holdout" shader applied to the non-smoke objects, then you can lighten or darken or even recolour the smoke in post as you see fit. Obviously render out your objects with no smoke as a separate pass too
  9. This is referred to in the Cycles manual (when rendering a sphere primitive): You can also fix this by adding a cyObject, and then adding subdivisions in the Displacement tab (effectively adding more polygons at render time)
  10. Dave

    Cycles 4d render is pixelated

    Don't worry about understanding all the settings straight away, I certainly don't! As long as you're happy with the final image that's a good start, and study the help manual as required and do render tests. The samples are set here in the Cycles 4D render settings
  11. Dave

    Cycles 4d render is pixelated

    It looks like you haven't got enough samples and the denoiser is struggling to make a clean image
  12. Dave

    Compositing With Cycles 4D

    Apologies for the slow reply, I've been on holiday. I can't really help much without seeing your C4D file, can you attach it or DM it to me?
  13. Dave

    Compositing With Cycles 4D

    So Cycles 4D doesn't work with the C4D to After Effects file importer and renderer, called Cineware. I don't know much about this process though, I believe it uses Cinema4D's standard renderer, so you'll need to use C4D materials, NOT Cycles 4D ones or cyEnvironment. Read more here: https://helpx.adobe.com/uk/after-effects/using/c4d.html If you want Cycles 4D renders in AE, you'll need to render them to an image sequence with alpha (using a format like PNG, PSD, TIFF, OpenEXR etc.), then import the image sequence into AE. Make sure to match the frame rates when importing image sequences! https://helpx.adobe.com/uk/after-effects/using/preparing-importing-still-images.html
  14. I've got a hack-y workaround, but it only works with objects with UV coordinates I think. Apply a standard C4D material with your image texture to your object first, then apply a Cycles 4D material with the same image texture, put the C4D mat tag left, Cycles on the right in the object manager. Your Cycles material will override the C4D material, but if you set the Cycles material selection in the Attribute Manager to 0 it won't show in the viewport. BUT it will show in renders and the real time preview. This is probably a bug so might well get "fixed", but don't tell Insydium and maybe they won't notice...
  15. Dave

    Compositing With Cycles 4D

    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