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


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Lothar last won the day on September 16

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About Lothar

  • Birthday 12/26/1952

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  1. go to XPshatter selections again and activate outer faces there as well. Use outer faces tag on material for outer faces as a selection and inner faces tag on material for inner faces then. Looks it works a bit different than Cinema selections, you need to activate both and use them 😉
  2. Lothar

    Soft Body sim geometry

    just try to raise iterations to let´s say 50 and not only substeps within preferences
  3. Lothar

    Grease Simulation Question

    this I what I would do: Use 2 emitters. One on the grease object as you did and another one on the pipe where the grease should be distributed. (this way convert to polygons and use an appropriate selection as well). Now Cleaner tube gets a collider tag restricted to initial grease with no bounce and an invisible cylinder companion. Put a question for distance travelled for this emitter and activate a scale mod by this so this initial grease is vanishing while travelling on, being pushed by cleaning tube. Balance parameters to get all particles vanishing when cleaning tube has left pipe. The emitter on the pipe emits with 0 radius and gets a question " is inside object" and triggers scaling up when these particles are inside the invisible cylinder. This way cleaner tube seems to leave a trace of particles along the pipe... X_particles Grease test_LM.c4d
  4. Lothar

    spline mesher trail colour

    just see there is a problem I think I have reported already. Vertexmap can be created only if particles exist - that is on frame 1. So if you set the vertexcolour tag to a material, it will loose it´s information on frame 0 and this way can´t be rendered as far as I can see ....
  5. Lothar

    spline mesher trail colour

    it does work - but has a limitation. Spline is not allowed to have intermediate points ....
  6. Lothar

    OVDB Mesher (Transfer Point Color)

    try half width to correct
  7. yes it is. Just add a push apart effector from mograph and drag it into emitter -> modifiers -> objects field
  8. Lothar

    xpCover on MoText

    Yes you have to take care that geometry points are sequenced properly - and you can do that with xparticles. Unfortunately I can´t open your scene and I´m afraid you can´t open mine. So I try to describe the necessary steps. 1) take care that your geo has points spaced at your convenience ( caps regular grid etc) 2) now emit from this object - shot one particle per point , stick to object . On emission tab choose an action for particle death -> spawning action, one particle only. Generate spawning emitter and set particle speed to 0 here. This spawning emitter gets a trail object -> connection mode straight sequence. 3) add a xplife modifier - kill particles mode and for falloff add a field that fits your needs for desired filling. Now key the field positions according to the sequence you want to do your filling. In my scene I move a cubic falloff from bottom to top of the letters within some frames. Don´t do it too fast. Play the animation till all particles changed emitter - means trail is completed . It is wise to give both emitters different particle colours so you get a visual feedback for progress. Do an present state to object on the trail and you get a spline. Don´t try to fill this spline yet - will be fatal 🙂 This spline has to get a connect segments from spline menu and optimise first. Now you have a spline with your desired filling sequence meeting all your geometry points and you can use this in a different system ( or just delete the generating system and set up a new one) to cover in object vertices ordered mode... fill sequence.c4d
  9. don´t use follow spline but a flow field. Some more tweaks I did, lower turbulece force to prevent escaper and as I´m on beta release added a push mod to keep spawns not overlapping. If you are not just delete the unknown modifier ... 200514_Spawn on Spline_XP_01.c4d
  10. Lothar

    Question about XPScale

    You have to use a little trick. Don´t make the variation within emitter´s radius but choose a not needed parameter - I used temperature here - and make the variation there. Now map the scale mod´s max radius to temperature and they scale up , keeping the relative sizes . XpScale.c4d
  11. Lothar

    Particle scaling

    there is no scene added, but here is what you can do : Emit on polygon center with speed 0 - you did that as you said. Now apply a scale modifier and set that to use particle scale and set scale by falloff. For the scale take care it uses 1 for upper and lower x and z min/max value this takes care that x and z remain constant. Y min and max set range for scaling. Now just use an animated shader field to let the y scale change over time. Just in case you want to have a visual feedback I added a little expresso. As there is no colouring according to scale available I´m just transferring y scale values to a temperature value for the particles to get a colour representing present scale value. If you don´t need that colouring, just delete that expresso tag. y scaling.c4d
  12. no - you could use a Cinema dynamics tag on the generator but then it gets out of control for xparticles
  13. Lothar

    Smoke color from object (or custom color)

    smoke colouredcd.mp4
  14. Lothar

    Smoke color from object (or custom color)

    Key for this is that you activate colour within ExplosiaFX -> solver . Looks like you did so already. Next is for the cycles volume shaders use EFX colour within point density nodes .... Within EFX source tag you can activate colour from shader and use a texture. Match that with your object´s material texture (copy/paste ) smoke colouredc4d.c4d
  15. And here is a version with one emitter - so you can see how to set up the appropriate questions. Key is, you have to start first cover with a question - frame >0 to make everything action controlled (particle cover sphere question). But it´s more tricky 🙂 Problem - you want alignment to travel direction while flying and surface alignment upon landing. But there is an axis problem. Alignment to surface normal requires Z axis up - but that causes wrong orientation while travelling towards target if you choose tangential orientation within emitter which would be preferable. So you have to orientate butterfly´s z-axis up and set rotation for emitter to fixed value to get correct attitude while flying towards first target. Whenever you like you can release the butterflies from first target. I have choosen another question for age (cover sphere.1 question) this one terminates cover mod and same time activates a limited (by field/falloff) Attractor that pushes the butterflies away from the first target. but now they would travel orientated as alignment has been - not desirable. So there is a spin mod limited by field/falloff not to interfer with nex alignment procedure activated same time that orientates them back to travel direction and last another cover mod is activated to provide a new target to travel to ... butterfly2.c4d