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

bentraje

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  1. Hi, Apart from the alpha suggested above, which would require a proper UV, here's also an alternative using the selection tag itself as provided by the technical support. Thank you! Hide_Selection_Cy4D.c4d
  2. Hi @Steve Pedler. Thanks for the confirmation. I guess there's no way around it, except for the alpha as you suggested. Have a great day ahead!
  3. bentraje

    Spline Dynamics C4D vs X Particles

    The thing is there's not much info or users for the xparticles dynamics. Probably, there are in the discord but the problem is you can't reference them. So it's no go for people who are experiencing the same problem. I really hope they move discussions more in the forum rather than in discord. Discord is just good for one-off/simple solutions.
  4. Hi, There are cases when I hide a portion of a geometry using the Polygon Selection Tag with the "Hide Polygons" command. It works on the native C4D viewport but it doesn't on the C4D RT preview (i.e. the hidden portion still renders) Is there a way around this? Thank you
  5. bentraje

    displacement and bump

    You can also do render time subdivision/tesselation using the cyObject tag, which is actually the preferred workflow rather than doing the subdivision at real time.
  6. bentraje

    Random Fall-Off Modifier Per Index?

    Hi @Lothar Thanks for the response. Unfortunately, the data mapping is not quite I am after. With the data mapping, the resulting data would be Index Strength 0 0% 1 25% 2 50% 3 75% 4 100% What I wanted is a random data like this one Index Strength 0 0% 1 100% 2 100% 3 0% 4 100% 5 0% Is this possible?
  7. bentraje

    XP Dynamics set up

    Hi, Is there a new update on this? The main problem is there are intersections on a simple scene (like the one above. just a sphere breaking through the ground) that are not present on C4D's native fracture and rigid body dynamics. I have tried increasing the substeps, iterations and using with xpConstation, but still no avail. The file I used is the one uploaded by @Mike Batchelor. Thank you for looking at the problem.
  8. Hi, Is there a way I can have a random fall-off modifier per index throughout the timeline ? For instance, if there are 5 particles. I want a 50% chance that they will be affected by gravity. Currently, my problem is 1) The randomization is not per index. It's per world space (i.e. Randomize Field Falloff) 2) Eventually, everything will be affected by gravity since the randomization is performed per frame. For instance, if at Frame 1 it's not at random. More likely it will be in Frame 2. I wanted the random figure fixed at frame 1 and continued throughout the timeline. Is this possible? Thank you for looking at my problem. You can see an illustration of the problem below: https://www.dropbox.com/s/h0bkyi4qvyrbivv/c4d176_xparticles_random_per_index.c4d?dl=0
  9. bentraje

    Animated noise texture

    RE: is it possible to animate Cycles' 4D noise texture? Hmm. Yes you can. It's bit cumbersome but I'm using expresso in this set-up. https://www.dropbox.com/s/i9489zcdjryy35q/c4d174_animated_texture_cycles4d.c4d?dl=0
  10. bentraje

    Moths around a Bulb?

    Support replied to my query: It solved the mystery.
  11. bentraje

    Very small scale and caching

    Not a direct solution but regarding this "Unfortunately because of the requirements of the scene, it is difficult to scale everything else up any further. " This doesn't have to be the case. You don't scale the objects manually via the object manager but through the Edit>Scale Project. You can scale up then after you are done with caching, you can scale back down.
  12. @Lothar Gotcha. Thanks for the clarification.
  13. Hi, Is there a way I can use a native c4d rigid body with xpShatter? The reason is xpShatter with xpDynamics with Collision is terribly slow (or do you know any known optimization with it?). xpShatter with native Dynamics with collision runs almost real-time. However, with the latter set-up, I can no longer manipulate the particles affected by the native dynamics. So, is there a way to use Native C4D Rigid Body with xpShatter and still manipulate particles? Thank you for looking at my problem.
  14. Hi, I have this sphere with xpDynamics. There are also xpShatter with xpGravity in the scene. The sphere doesn't drop. But when I add a separate emitter. It does. Can someone confirm if xpShatter needs to have a separate emitter to be affected by xpDynamics? The reason is xpShatter with the separate emitter with collision is terribly slow. Are there any known alternative workflow? Thank you for looking at my problem.
  15. Hi @Martin Thanks for confirmation.
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