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

Mike Batchelor

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Mike Batchelor last won the day on July 19 2019

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  1. Mike Batchelor

    Ocean Beach Simulation Help Please

    You'r on the right track with the simulation, you . could add more particles to help. also with the VDB mesher make the voxel size and point sizes smaller and use some filters to make the mesh cleaner and less blobby. you don't need to mesh foam particles render them as points. then you could add in a xpWave to help create the wave motion.
  2. Mike Batchelor

    crash CInema after create xpEmitter

    please report any problems via the bug reporter
  3. Mike Batchelor

    Liquid Inquiry

    no they dont have to match, i was pointing out why you see shadows, as your mesh is floating. Options to solve it are smaller particles so they are closer to the floor or just a proxy floor for rendering
  4. Mike Batchelor

    Liquid Inquiry

    Couple of things the mesh is off the surface if you look from the side you can see it. the reason its big to start with is the particle size, if you set them to circle display you can see they are larger than your mesh so reduce the size of the particles and keep the Mesh closer to that size it will site on the surface better. or another option is just make a new surface and move it up in the Y and have that as the render surface.
  5. Mike Batchelor

    X-particles 4 Fluid Viscosity

    can you post your file
  6. Mike Batchelor

    mp4 cycles surface SOLVED

    you need a mapping node and a texture coords node so you can define were the texture/video will be added
  7. Mike Batchelor

    Fluids not working with small scenes

    Hi Guys Ill give you a little run down on whats happening. So first off scene scale is not in fact an issue what is the issue is simulation settings. @vicnorman you were on track with Gravity. whats happening is the particles are moving to fast due to the scene scale and the Gravity. If they move in steps greater than the SPH radius the simulation wont work. so things to look at are gravity speed and substeps lets have a look. Here's a scene with a real world sized glass and particle radius of .1 as you can see its not working as you expect it too. xpFluid_RealWorld_Scale_01.mp4 So lets change the gravity strength right down to 100. We get this much better already. xpFluid_RealWorld_Scale_02.mp4 Now we want to make it fill up more so lets do a couple of things. First increasing the particle radius will help fill a glass more. However that will make the solver more explosive so to combat that in the FluidFX object enable "Check Density" So in this scene we set the radius up to .4 And this is the result. xpFluid_RealWorld_Scale_03.mp4 One more thing to try out you may not need it is to increase the scene substeps in this iv increased it to 3. The result is a little more realistic. xpFluid_RealWorld_Scale_04.mp4 As you can see much closer to what you expect and still using the real world scene scales. Hope that helps.
  8. Mike Batchelor

    Rendering with cache vs without cache

    Would you send a message to tech support to check this out looks like it could do with some looking at, but also does it happen if you use standard rendering?
  9. Mike Batchelor

    Rendering with cache vs without cache

    I'm not an Octane user so difficult to give an answer on it without much context, whats the scene what are the difference etc.
  10. Mike Batchelor

    PV Render and Editor Render not the same

    can you post the file
  11. Mike Batchelor

    Crashing C4D R20 XP 4*642 SOLVED

    any problems like this please contact technical support or use the bug reporter.
  12. you were on track with strange attractors 🙂 something like this. its a case of finding the right shape you want. strange attractors.c4d
  13. These are no longer available anymore.
  14. Mike Batchelor

    FLIP Tank option?

    the xpDomain is a FLIP solver.
  15. Mike Batchelor

    Thinking Particles to XP Emitter SOLVED

    try the thinking particles options in the emitter.