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Lothar

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Everything posted by Lothar

  1. Lothar

    OVDB Mesher (Transfer Point Color)

    try half width to correct
  2. yes it is. Just add a push apart effector from mograph and drag it into emitter -> modifiers -> objects field
  3. 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
  4. 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
  5. Lothar

    Blend problems

    in this scene I have two similar systems. One blends colour , the other one fuel. Both do not work. If you look at the settings, you´ll see a difference in blend distance. Reason - fuel does not blend at a distance of 135 set and colour does not blend at a distance of 27 set. As particles take same place, they should blend at any case - what they don´t. But now the miracle - if you raise distance from 27 to 135 for the colour system as well - it will blend, so why not fuel at this value ? blendproblem.c4d
  6. Lothar

    Blend problems

    Sure it works without blend. Have done some setups for ignition already. But with blend it is so easy now, no need for complex grouping setups, particles can be from different emitters now as well. Just get fuel carrying particles near some that are explosia source with no fuel and with blend they will ignite ...
  7. Lothar

    Blend problems

    ok - see it´s working perfect - just a quick and dirty prove of concept for a chain ignition ... chain ignition.mp4 chain ignition.c4d
  8. Lothar

    Blend problems

    Ah, I see - it has been set to fuel but the range has not been correct, thanks. But how do you explain the big distance I have to set for reaction ? PArticles have same position in the end so why there is no blending at a radius below 60 - 70 ?
  9. 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
  10. 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
  11. no - you could use a Cinema dynamics tag on the generator but then it gets out of control for xparticles
  12. Lothar

    Smoke color from object (or custom color)

    smoke colouredcd.mp4
  13. 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
  14. 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
  15. ok, Think best way is to spawn particles to a different emitter and restrict cover to the generating one . butterfly.c4d
  16. particle vs explosia2.mp4
  17. Here´s the file for the first method - direct collision. I gave up caching after an hour - rest time raising from 1 to more that 3 getting to 40 % but direct render seems to be fine, expect vid in about 1 1/2 hours or so ... particle vs explosia2.c4d
  18. particle vs explosia.mp4
  19. particle vs explosia_nc.c4dBtw - depending on the look you are after - there is a much faster approach possible as well. Use particle based flow field instead of real collision ...
  20. put generator below a connect object and give the collider tag to the connect object. Raise pressure a lot to see impact.
  21. there seems to be a problem with cache, disable cache and it will render fine ...
  22. ok, not yet perfect but hopefully gets you a starting point. Here is how it works. 1) fill your plane with your foam particles - used a texture fill to get a nice bottom to top filling. 2) upon sticking, I´m spawning into another emitter - some distance required to avoid conflict with collision tag. This way I have particles at 0 speed (as set) and unstuck on covered object. 3) Now I can use a third emitter to swap away the spawned particles by using a flowfield based on this particles. Take care to exclude flowfield from this generating emitter ! it needs particles into the forcefield from the very beginning, so I just emit and restrict life to 1 frame from beginning to a point when swap away should start. Then it is set to a sufficient age by question for current time. You can key that as well. Same reason I make the vdb mesher invisible till needed. Everything is separated by groups to keep tight control ... fill and swap away.c4d Edit : if you just want to kill them and not float way, just put a question for speed to the Emitter on object and kill them reaching a specified speed. Low values like 10 will kill them almost at once and something like 150 will start them flow away and then vanish reaching this speed. You can balance that at your liking of course.
  23. Lothar

    XP Branding with smoke and fire

    yes, you could use FLuid FX as well if you want. The only way changing emitters is spawning. So setup will be as follows: 1) make a point emission with an emitter and put fluidFX to it´s modifiers ->exclude list. 2) use a spawning modifier to spawn particles to another emitter which will be affected by fliudFX. 3) now you can map spawning modifier to a vertex map to control progress of spawning. used a simple growth of vertexmap with fields here just to show the principle, but any method can be used. As soon as a vertex point value gets 1 in the map, the particle born on this point will spawn and die ... change to fluid.c4d
  24. Lothar

    FluidFX is not filling my glass

    a little trick I use for filling effects - use a scale modifier and map that over age to get a hight output rate - changed emitter output to hexagonal - use a small birth size and scale that over age to get a quick filling. You even get overflow here within 100 - 110 frames ... test fluidfx.c4d
  25. Lothar

    Cloth Holes

    don´t really think so, that´s just experience and a long time testing such things 😉 I don´t think that may people use that expansion feature which is great to avoid penetrations as you don´t really see the gap inside in most cases.
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