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


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bentraje last won the day on October 27 2019

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  1. Hi, For some reason, the "Rotation" Parameter in the Particle Info Node is not working. 1) As you can see, my particles have different rotational values. 2) In shading, I extracted the "X" rotation since it has the biggest variation and mapped it into the color ramp. 3) I would expect them to have different color values based on X rotation. However, only one color is being rendered for all the particles. https://www.dropbox.com/s/f0hj0dha33vkegb/c4d302_cycles4d_particle_rotation_info_not_working.jpg?dl=0 You can check the illustration file here: https://www.dropbox.com/s/jr33cq4pq7hkejk/c4d302_cycles4d_particle_rotation_info_not_working.c4d?dl=0
  2. Hi, Is there a specific settings for fast moving objects as source in explosiaFX? Currently, I have been big gaps and the smoke is barely have form. Here is the what it currently looks like: https://www.dropbox.com/s/wq8u6ya6t7j6xqb/c4d301_xparticles_xplosia_fast_moving_source_gap_01.mp4?dl=0 Here's what I expect the behaviour to be (in TFD): No gaps https://www.dropbox.com/s/s4ezuci09ad3wcx/c4d301_xparticles_xplosia_fast_moving_source_gap_in_tfd.mp4?dl=0 You can check the illustration file here: https://www.dropbox.com/s/p2b00rna3b2q80l/c4d301_xparticles_xplosia_fast_moving_source_gap.c4d?dl=0 Regards, Ben
  3. Hi, Is there a "plain effector" equivalent in xParticles? I'm planning to create a simple visualizer where the audio converts to a strength of a "plain effector". So, if audio is silent, particle sits at 0cm Y and if it is loud, it goes to 100cm Y. And all particles are mapped to the frequency of the audio. There is a xpTransform modifier but it limited only to one object. Is there another solution to this?
  4. @teknow In my example file above, I also use xpNoiseFalloff and it didn't work. I ended up using Steve's suggestion.
  5. @sf from the discord mentioned about keying the probability from 0% to 100%. Not quite the control I would hope but it works as expected 🙂
  6. @Steve Pedler Thank you. It works as expected 🙂
  7. Hi, For some reason, Random and Noise Fields don't work on the Change Group Modifier. Interestingly, Box Field does. Is there a way around this? You can check an illustration file here: https://www.dropbox.com/s/14lqtbfurgoi64f/c4d298_xparticles_random_noise_fields_xpchangegroup.c4d?dl=0 Regards, Ben
  8. Hi, Is there a way I can randomize the Time to Completion parameter of xpInherit, specifically on when starts? For example, if there are 3 particles with 12 frames of completion, I want them to randomize like as follows where Particle 1 starts frame 12, while Particle 2 starts at frame 0, and so forth.
  9. bentraje

    Freezing a sim as an object

    @TroyanHave you tried the Emitter>Object>Initial State?
  10. Hi, Is there an "up-vector" modifier for particles? Currently, the particles are moving and pointing directly towards the circle. I still want the particles to move towards the circle but pointing upwards (no specific target but just pointing upwards). There is an Up Vector parameter in Emitter but (1) There's no option for what axis is for the up-vector (2) I need it to be a modifier so I can adjust the strength of such an effect Illustration file here: https://www.dropbox.com/s/8f890d9elzukacs/c4d296_xparticles_upvector.c4d?dl=0 Regards, Ben
  11. bentraje

    Fracture Object as an Emitter Source?

    @r e n (arian tibbs) answered the question from the slack channel. Works as expected.
  12. Hi, I'm trying to control where particles are born. I positioned cubes under the Fracture object. However, the xpEmitter, only emits at one of the cube child and not all of them. I also can't drag the mograph selection tag to the selection slot. Is there a way around this? Here is the illustration file: https://www.dropbox.com/s/ya3coflms6qs37z/c4d295_xparticles_emit_from_fracture_object].c4d?dl=0 Regards, Ben
  13. Hi, I don't get what's the deal with the xpDrag Modifier. Correct me if I'm wrong, it just reduces the speed of characters by a certain amount. So if the particle speed has 100, it reduces to 80, then 60, then 40 etc. So what's the deal with it slowing the scene down. In the official sample file, https://insydium.ltd/support-home/video-manuals/x-particles-video-manual/modifiers/motion/xpdrag-modifier/ I can get 200+ fps with xpDrag disabled while I get 13 fps (less than real time) when it is enabled. Is there a way around this? I just want to dampen the movement of the particles like the "Blend" mode in the Delay Effector.