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


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  1. vicnorman

    Fluids not working with small scenes

    I've been trying to do a fairly simple suryp like simulation in several versions of xaprticles (its a client request that pops up every now and then) and failing every time. I was really hoping that this would get easier with every new version of xparticles but I just cant get it. The problem is that I like to work in real world scale, and Im working with product shots so most of the time im dealing with objects that are just a few centimeters tall. Right now Ive got an ice cream that needs to have suryp poured over it and the scale of the project seems to be throwing x particles way off. Xparticles just doesn't act the same wit small values. first, I need a small stream of liquids som my emitter is .2 cm with emission set to hexagonal and a particle radius of .008 cm. I'd like to have a much more dense particle stream but lowering the particle radius more just slows down the sim to a grinding halt and doesnt seem to generate a whole lot more particles. normal gravity at this scale makes particles move way too fast so I set to about 500 cm. Doesnt seem optimal Viscosity is set to max value in xpConstraints and FLuidPBD, but still doesnt really do the trick. Now I've followed som tutorials on simple viscous fluids and with "standard" scales everything changes and seems to work much more as expected. I can get much denser particle streams and really viscous simulations that compute much much faster with emitter that have a 10-20 cm radius, interacting with objects that are 100 cm's tall for example. Why is this and whats the solution? Do I have to scale everything up? Seems really counterintuitive, and since I'm rendering with Redshift, is gonna throw everything else off.
  2. vicnorman

    emit from texture with color shader

    Yesssss..... Fantastic, thanks for the quick solution!
  3. Hello! Im trying to do something seemingly simple but not working as expected. I have a cloner setup where clones luminance is affected by a plain effector with falloff and a color shader. I want particles to be born on the clones as they light up. Thought this would work using the cloner texture as an emitter and using the luminance channel to control emission but the emitter doesn't seem to "get" the mograph color shader. Example project is included. Suggested workarounds? light up clone.c4d