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

Steve Pedler

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Everything posted by Steve Pedler

  1. Turn up the axis limit on Z to 100%, that will prevent all movement on the Z axis. Steve
  2. Steve Pedler

    Particle Velocity

    I'm assuming you are using particles stuck to the object they are emitted from, is that correct? If so, the fact that it worked at all in XP3.5 was the result of an error in the emitter. Once that was fixed, this method no longer worked. Instead, we have the 'world speed' in XP4, which is the speed particles have when stuck to an object. You can test for this in the question object, for example. I don't know what you wanted to do with the calculated speed, but hopefully the world speed will do it for you. If not - if something still does not work - report back here and we'll take a look at at it. You can find the world speed documented in the manual in the emitter extended data tab page. Steve
  3. Steve Pedler

    Pulse emission not working as expected.

    Thanks, we'll look at this and hopefully fix it as soon as we can. Steve
  4. Steve Pedler

    Pulse emission not working as expected.

    Thanks. Did you post a bug report? I haven't seen it on our bug tracker database yet. Steve
  5. Steve Pedler

    Pulse emission not working as expected.

    Having looked at this, the problem seems to be due to tiny floating point errors in the calculation of timings in the emitter. If that's the case there isn't much we can do because it's inherent in the floating point unit of the CPU, but we're still looking at it. As a workaround, if you get this problem try increasing the subframe steps (project settings, X-Particles tab). Setting this to 2 or 3 seems to fix it in all the examples I've tried. Steve
  6. Steve Pedler

    Pulse emission not working as expected.

    That's a bug, please post a bug report using the bug reporter in XP. Thanks. Steve
  7. Steve Pedler

    OpenVDB Mesher not working

    I see you've already submitted a bug report but raise a support ticket as well through our website and they'll help you get it sorted. Steve
  8. Steve Pedler

    OpenVDB Mesher not working

    See this FAQ on our website: https://insydium.ltd/support/faqs/?q=openvdb Try that and see if works correctly then. Steve
  9. Steve Pedler

    Manual or instructions

    You can download manuals from our website, go to Community->Cactus Dan Tools.
  10. Steve Pedler

    Vary Motion Modifier over Lifetime?

    This is what data mapping is for. If you don’t have that in your version of XP you will need to upgrade. With data mapping you can vary turbulence strength by the particle age, or by some other parameter such as speed or radius. You have data mapping if the modifiers have a ‘Mapping’ tab in the UI. Steve
  11. Steve Pedler

    emitter only spawn

    This happens because although the kill modifier kills the pink particles outside the box, they live long enough to spawn from, so you see the green ones appearing outside the kill box. The easiest way to deal with this is to give the spawn modifier a box falloff, so spawning will only take place inside the falloff zone. If you resize the falloff to match the size of the box of the kill modifier it will work as (I think) you intended. The emitter option you refer to is from a previous edition of XP, it was changed quite a long time ago to 'Emission Mode' with an option for 'Controlled Only' which is what it is set to when you want to spawn from an emitter but not emit independently. It looks as if the docs were never updated to reflect that - sorry about the confusion. Steve
  12. Steve Pedler

    Trails deformer

    Use a trail deformer, clear the formula fields then in the Shader tab add noise shaders to whichever axes you want to affect. You will probably want to set the mix values pretty low.
  13. Steve Pedler

    mixing fluids help please

    The fluid collider tag is no longer required, use an ordinary collider tag instead. Steve
  14. Steve Pedler

    must I need cycles to open files ?

    You can open the files, but if they use Cycles and you don't have that installed, Cinema will probably tell you there are missing objects in the scene. You can ignore that, delete all the Cycles mats, tags, and objects, then use the scene in Arnold. In other words, the absence of Cycles won't prevent any X-Particles objects in the scene from working, you just won't be able to render it without adapting it to your preferred render engine. Steve
  15. You have two copies of the R20 Bridge plugin installed - c4d_bridge.xdl64 and X-Particles.xdl64. Try deleting one of them (the c4d_bridge.xdl64 file). Then it should work. If it doesn't then you have another copy of XP installed elsewhere, probably in the user preferences folder for R20. As a side note, you seem to have installed XP into the /program files/maxon/cinema 4d r20/plugins folder. We strongly advise against this, as it may cause the online updater to fail due to the write protection Windows puts on the folders in /program files. Put it in the user prefs folder instead. There's more detail on this in our knowledge base, https://insydium.ltd/support/faqs/?q=install Steve
  16. Steve Pedler

    Hardware requirements

    I'm sorry, I can't give you anything more I'm afraid. It's not possible to make hardware recommendations, there are simply too many variables - CPU speed, number of cores, amount and speed of RAM, and so on. And the hardware affects different parts of XP differently - whether more cores or higher CPU speeds are better will vary depending on what you are doing. We have a very wide variety of systems that we've tested and the only conclusion we can come to is that it's not possible for us to advise on hardware. That's why I emphasised this was a purely personal opinion and definitely not an Insydium recommendation.
  17. Steve Pedler

    ThinkinG Particles tab

    Thinking Particles are not included in all versions of Cinema, so at a guess you are using something other than the Studio version. If so, there's nothing you can do (except upgrade to Studio). Steve
  18. Steve Pedler

    Hardware requirements

    Basically, you need a fast processor with plenty of cores 🙂 But seriously, my personal opinion (not talking for Insydium here) is to stay away from Threadrippers - they have large numbers of cores but the slower clock speeds give disappointing results in simulations. The i9 you've suggested is a good bet. If I was building a new PC I'd go for an i9 of some kind. Xeons do quite well but we have had people with Macs and dual Xeons reporting slow speeds, so again, it's an i9 for best results IMO. Steve
  19. Steve Pedler

    Graphic cards Display Problem

    What's the problem? That's as it should be. Steve
  20. In the Trail object, Thickness & Color quicktab, turn on 'No Thickness or Color Data'. If this switch is off (the default) the spline renderer will use thickness data stored in the trail, overriding the Size settings in the material. But if it is turned on, no thickness data is stored so the material works as expected. And interestingly, that has found a bug we didn't know about. If you turn that switch on, play a few frames, then turn it off, Cinema will crash. So don't do that 🙂 We'll fix this in due course. Steve
  21. Steve Pedler

    xpTrails will not render correctly

    It seems to be due to using the Connect object in the follow surface modifier. If you make that Connect editable, and use the collapsed object in the modifier, it works correctly. TBH I'm not sure if this is a problem with XP or the Connect object, but I suspect that at heart it's due to Maxon's (lousy) priority system. If so, there's not much we can do about it. Steve
  22. Steve Pedler

    Cinema crashes

    Thanks. Try turning off threading in the emitter, that fixes it for me .It's only a workaround of course, but will keep you going until we fix the problem. Steve
  23. Works fine for me. Try another zip utility, I think these were created with 7-zip. Steve
  24. Steve Pedler

    Scale with ease

    Yes, I think I see what you're trying to do. If I understand correctly, you want to have each particle reach its maximum size at the same age. As it is now, the smaller particles reach that final size first, the large ones last. This is because what the modifier is doing is to increase the radius of each particle by the same amount each frame, regardless of how big or small it will eventually be. What you need is for the particle radius to be increased by a percentage of its final target radius each frame, so they all scale up at the same rate. There's no way to do that as it stands because the final target radius is not exposed to the data mapping. I'll have to think about this and see what might be possible, but I can't see a way to do it with the modifier in its current form.
  25. Steve Pedler

    Scale with ease

    No, what I meant was, keep the settings as you originally had them and data map the radius change parameter. Your original settings gave a uniform increase in radius with age, if you map this parameter to age then the increase in radius will be slow at first then get faster as the age increases.