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


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Everything posted by Lothar

  1. Lothar


    that should be easy - just make the ovdb mesher editable (current state to object) and you´ll get a normal c4d mesh that can be exported as a wavefront obj ....
  2. and here´s a version showing particles as well : constraints render2.c4d
  3. add a trail object - it has a mode constraints and then check constraints you are using - here it is birth. Trail gets a cycles curve tag and a material. Used trail property as a colour to show you can render particle colours used for the constraints as well. constraints render.c4d
  4. Lothar

    Emit cloth objects

    I´m afraid you can´t do this fully parametric. What you can do is emit a bunch of planes , make the generator editable and then setup a multi cloth that behaves as you want to do like this. multi_cloth.c4d
  5. just another example for mapping as you said you want to learn about this and I think that is useful in some cases. I found many people are stuck to the names like smoke, temperature , mass, fuel . These are just parameters with no direct connection to real life, just named to make thinking more easy if you use them to simulate real life . But they can be used for anything else if not needed in this sense. I have 2 mappings here on different modifiers. The physical modifier has got smoke mapped against distance from object, this way producing a radial falloff from the centre of the disk for smoke values from 0 to 100 - made visible by displaying smoke values on the particles. I´m emitting very small radius and use a scale mod to let them grow over time. Without a mapping you would get overlapping particles in the middle as you only can set a value for max radius to be reached. But now I can map this max radius against my smoke gradient ( or fire or temperature, whatever I set up before as a range) and this way stop inner particles grow that the don´t overlap. It is not setup to be most accurate, just to show the principle. Used relative scaling to get growth finished for all at same time though they scale up to different radii ... mapping example.c4d
  6. to do these kind of things , you´ll have to think a bit different I´m afraid. First thing to do is cover your object with particles as you don´t have control over your object´s vertices numbering . I called this emitter emitter_unsorted. It´s just a shot on each vertex of the object and I made it stick ( or you can set speed to 0 which will do as well). The emitters have an option to perform an action upon particle death - and the only useful action is spawn a new particle from another emitter. That´s exactly what we need as I can´t determine where every particle sits on the object upon creation - but I can determine when it dies and this way have an emission in the sequence I want. So this initial emitter gets an action -> direct spawn with the options spawn 1 particle ( or more if you want if you just want emission from the object) To kill the particles I use a xplife modifier set to kill particles with a linear falloff - and this falloff now determines the creation of new particles along the path of the falloff and so the object fills along with the falloff motion. (as I set particle speed to 0 if there is any they will move away of course). Hope this is what you need. Edit : If you want the points emit particles continuously from the points as the falloff rises up, it is not working like you would suppose by doing a spawning from the new emitter (filed a bugreport for this already) but I have a workaround that is more complex. You can generate a trail for the new emitter and connect nearest by index. After making this editable, connect segments and optimize you have a spline with raising index numbers that can be covered with object vertices ordered and as an action for reaching target, you can start to spawn ... In the second scene I have done this. I ask for particle ID and stop emission this way as soon as max number to be filled ( to be evaluated from spline within structure manager) is reached. Output of emitter determines how fast this guy will start to emit along it´s sorted points.... sorting.c4d sorting 2.c4d
  7. not really sure what you try to get. But if you want to have a random size in the end, you´ll have to do a second mapping on a parameter you don´t need. I used temperature here Particles are born with a temperature range from 0 to 100 and I map radius value against this as a second step. So first map scales to 5 according to vertexmap growth and second map provides variation thereafter ... hope this is what you want to have . XPGrow_001.c4d
  8. Lothar

    Liquid emitter connecting to object

    just in case you are not familiar with grouping yet , here´s a version with 3 targets. Note I had to reduce strength of fluidpbd to avoid particles stuck around last path object. But for me still has a nice fluid look. fill3.c4d
  9. Lothar

    Liquid emitter connecting to object

    yes, this shape is not very suitable for this. Few particles coming from the side - how should they fill, randomly ? I´m afraid particles need a little guidance and then cover the object desired. I made one of the shapes only, you can have several , but then I would use several groups to get particles to a specified target ... fill.c4d
  10. Lothar

    Liquid emitter connecting to object

    difficult to say without a scene - but what you can do is use a collider tag with negative offset to tighten liquid surface to the object fluid attraction.c4d
  11. Lothar

    Soft Body sim

    you have 2 options. If you want to use cloth as I see from your incomplete set up, you have to do a correct and clomplete setup for cloth like thi Soft_Body_Test_cloth.c4d Or - I think might be faster solution - use dynamics tag and make rigidity very low like this : Soft_Body_Test_dynamics.c4d
  12. not sure if this is a bug - you might file a report for this - but the shatter object has to be 0.0.0 and the sphere has to go up, then it will work as you expect... xp_no_jump.c4d
  13. Lothar

    easy fake Airbubbles

    you could go for a transform setup . To add some randomness, several groups and same number of master objects will be nice. Master objects - nulls in my scene get some vibration tag with different settings. This vibration is then transferred to the particles of corresponding group. I added a trail object so you can see the motion path bubbles.c4d
  14. Lothar

    Particle Radius / Meshing Problem

    some things you can do 1) stack some emitters do get a decent flow and tweak some fluid settings (extended data) 2) you´ll have to set the radius higher to fill up more rapid, but you can do this after while when particles are within your container already. I eye balled that after 40 frames it is convenient to scale particles up. With an upper radius limit of 0.25 it will take a bit more than 130 frames for an overflow. With a max radius of 0.22 it will get you to use 175 - 180 frames for overflow, so you can adjust with that radius how fast filling should be completed. For that quick physical render ( don´t have octane) I used 0.23 pitcher-testing.c4d pitcher-testing.mp4
  15. Lothar

    Hardware requirements

    Just installed WIn 10 1903 - and there is no change, problems is still persisting I think I can break it down a bit - Generator and sprites do no harm, but it is enough to add a trail object to get the lagging, it even must not be linked to emitter to draw splines ...
  16. Lothar

    Hardware requirements

    I think there is. I´m on threadripper 1950 and have the strange issue that I have extremely slow view port - unless I press and hold either move rotate or scale icon of editor window. Got an impression meanwhile gets worse when splines are involved. And from other forums I learned I´m not the only one. The scenes I sent to the developers together with a screen video showing the issue have all been running fine on their machines, but they are Intel based. I hope it is still investigated what goes wrong with threadripper - maybe it´s even windows 10 related, so no chance at all ....
  17. Lothar


    from the menu -> dynamics objects -> clothfx ...
  18. Lothar

    Raining fireballs?

    if you want the geometry, place your generator below a connect object and this gets the source tag. raining fire test.c4d But you are aware that you could use particles as well to create the fire by adding some fuel to emitter´s -> extended data -> physical data ? Needs a little bigger radius for the particles but works without adding geometry ...
  19. Lothar

    xplosia and xpEmitter

    so you found it ? if not just post a scene and I´ll check it ah - I see you tried 1500 % on the tag - no effect if there is no fuel on the emitter of course 🙂
  20. Lothar

    xplosia and xpEmitter

    so it´s definitely missing fuel 🙂 edit: screenshot added
  21. Lothar

    xplosia and xpEmitter

    I can´t see from your screenshot what is missing - but my guess is 1) no fuel and/or 2) particles too small. Most important is to have fuel to burn. You can either set this within emitter -> extended data -> physical data -> fuel or for full control use a physical data modifier to inject and stop fuel without keyframing like this. Particles should have a bigger radius than your grid size is . I ignite particles here after one frame so the are spread out already a bit and then cut off fuel between 7 and 13 frames to get some irregular burn out for the fuel ... particle efx.c4d
  22. Lothar

    Two expolisaFX in the same scene

    explosia has falloff - so just use a cube falloff on each of them same size as simulation box. Just tried and they even might overlap then with some interesting effects 🙂 2 explosia.c4d
  23. Lothar

    Multiple Xp infectio

    it´s hell slow on my system, maybe because of missing plugs. but I see a basic thing here. If you want to duplicate systems, always make sure you check only modifiers/deformers in same system on all of them to avoid any unwanted influence
  24. Lothar

    Multiple Xp infectio

    what about a sample scene, don´t understand what you are aiming at from this description ...
  25. Lothar

    xparticles dynamics with animated object

    for this thing you should not use tendrils but dynamic splines though it is a bit more work to set up. Tendrils are a bit limited here. I eye-balled placement of splines, just too lazy to write an expresso that will put the splines onto the mid point of the platonic faces, same reason I did only 8 and not all faces, but will work with12 just the same. Principle is to pin dynamic splines to the object moving so spline point that is pinned needs to be same position or at least very close to the object point it is desired to be pinned to. Important on the spline dynamics : use constraints, low rigidity and check push on . For collision objects a decent subdivision is always welcome. Edit , just see one tendril is moving against travel direction within the lower part of path. To fix this, just raise friction for the obstacle to let´s say 15 . This will do to keep tendrils aligned with travel direction. carrion.c4d