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Martin

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Everything posted by Martin

  1. @Richard Riegel Well, I can't confirm this but you can change this to 1 and save as default. I hope this helps.
  2. @Richard Riegel Your xpEmitter > Extended Data > Physical Data > Mass is set to 0. If you set it to 1 (default) fluids will work as expected.
  3. Martin

    Achieving this effect

    You could use a FluidFX, Sheeter and Turbulence.
  4. @Ljon Download a tool called GPU-Z and you will see it utilized. CPU will be utilized too. How much? Depends on your scene. For example:
  5. You can read a bit here, what Ton Roosendaal thinks of Metal support: https://lists.blender.org/pipermail/bf-committers/2018-December/049720.html
  6. @bentraje Unfortunately, currently not possible, changes in the custom group will not be updated in other scene files having materials with this group. We would love to add many features but all goes down to Cinema 4D, it's not perfect.
  7. @luke harmer You have two systems in your scene, so modifiers from one system are affecting emitter from another system and vice versa. This will make a mess. Select xpSystem > Object > General and check the 'Only Modifiers in Same System' checkbox. You can also include/exclude particular modifier in your emitter (xpEmitter > Modifiers tab).
  8. @salvame change Curve Type to 'Curve Segments', preferred Curve Shape and Subdivisions in Cycles 4D Render Settings.
  9. Martin

    Why Won't This Render? SOLVED

    It renders fine, what is the problem?
  10. Martin

    Iridescent Shader

    @Harodo Here try this one too. Iridescence.c4d
  11. @bentraje All materials you create are stored in Cinema 4D Material Manager, so you can save them with the scene. Some features are impossible to implement because of Cinema 4D itself. Also, you can save your materials to libraries within the Content Browser. You can save custom material as a group and load it in the new scene (RMB > Load Group). You can store all your custom groups in the Node Editor Nodes list and drag & drop when needed.
  12. @Phil First, I would recommend you to update Cycles 4D to the latest build 336. To render particles you will need to add cyInstance tag to your emitter in Cycles 4D 336 or cyX-Particles in Cycles 247. https://insydium.ltd/support/video-manuals/cycles-4d-video-manual/x-particles/x-particles-particles/#1405 Always cache your simulation before rendering to Picture Viewer.
  13. Martin

    Cycles 4d render is pixelated

    Don't use Denoiser here or start with less strength, try Branched Path Tracing with more samples.
  14. Try emitting from that object and add this object to xpFollowSurface modifier. BE48_Data_Lines_Canvas.c4d
  15. Martin

    1080ti VS 2080ti

    @mayasam the build that supports RTX cards is Cycles 4D Early Access 294 as it has the updated core as Blender's Cycles.
  16. Martin

    1080ti VS 2080ti

    @Demha3D You can't buy EA build, you can buy only a public build which currently is 247. But if you want to participate in the Early Access programme and get the latest build 294, then you need to follow instructions on the website as soon as you get the download link from us: https://insydium.ltd/products/early-access/
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