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Found 9 results

  1. Hi all, I'm using X-Particles in C4D for dataset graphing in VR for scientific purposes. We're using Unreal Engine 4 as a game engine. I use the xpDataImporter to map particles to positions, but it would also be nice to be able to use this to change particle colour. Whilst this works fine in C4D, I haven't had any success exporting the particles with colour (have tried alembic, FBX, UE4 datasmith importer) for UE4. I'm just wondering if anyone can point me in the right direction for this. It's a shame to have to make individual materials for each generated object - it would be a lot cooler if we could use the colour in XP instead. Thanks for your time!
  2. I have a friend that would like a simple particle animation. It’s just small colored light emitting spheres being animated by two turbulence modifiers. Just an abstract particle background to be used in 50 minute videos. At 4K and 60fps 50 minutes would take me days to render. I’ve played with the interval option on the turbulence modifiers. I’ve tried thinking of a way to use questions and answers, but I haven’t come up with anything yet. Is there a way for me to render out a 30 second simulation that is loopable? Thanks for any input!
  3. Hello, I have a general question that I can not find any answer to: If using the xpGenerator to clone instances on the particles, what type of baking/data/animation is necessary to make the animation offset work? I have tried Point Cache tag, Alembic, baking in the timeline and rig with joints, but none of these work with the offset function. So basically I have a bunch of birds flapping in unison, no matter what type of animation storage I use. The only result I can achieve is to get the offset on the joints, but in that case the weighted mesh doesn't move along. I have even bought in-depth tutorials on X-Particles, but couldn't find anything there as well. Can anybody explain this matter shortly? I would be really grateful since this funtion was one of the main reasons for me to purchase X-Particles.
  4. Hi there, I'm currently working on a series of flight and flocking simulations using x-particles and octane. There's an emitter connected to a generator which has a bird animation (300+frames) with the wings flapping up and down. I have the animation set to offset randomly so we get a different start point for each flight of each bird. I've tried going about this two ways- the first was to make the birds using several shapes. A bad modelling practice as it was essentially several cubes, with two acting as wings, all held under one null. The issue I had with this was the birds wouldn't render with motion blur through octane at all. Additionally, the model looks odd with the wings clipping due to again- it not being rigged. The second option was to rig the bird mesh and animate the joints so the bird was one object, but the issue now is as soon as the birds are put into the generator, the mesh becomes static and only the rigged joints are animated. Is there something i'm missing here? Can anyone else think of a better workflow method that I'm missing here if this is the wrong way to go about generating lots of different animated models? I included some screenshots for examples. Cheers, Adam
  5. Hi all. So word on the street is that you can drop your X-Particles emitter straight into the Voronoi Fracture's source field and get instant results. However this doesn't seem to be working for me, anyone been able to achieve this? I've managed to find a workaround by using my xp emitter to generate Thinking Particles, which does work when dropped into Voronoi Fracture's object field. Although I'd like to use my particle's scale over lifespan, which Thinking Particles doesn't seem to respect. I suppose that would be a second question; is it possible to achieve scale over lifespan when generating Thinking Particles?
  6. Hello, I am having problems rendering all of the tutorials on the website that use Cycles. Everything looks good in the viewport and while rendering but the final render seems to have an alpha channel like hole in the animations the water helix is missing the color. I just don't know if it's me or it's my computer. iMac Pro 8-Core 3.2GHz Intel Xeon W 32 GB Memory Radeon Pro Vega 56 8 GB Mac OS 10.14.6 The output was open exr. Ive attached the Water Helix Project, render settings and samples of what I'm talking about. Any help would be appreciated. Thanks! Mike Water Helix002_C_render.c4d
  7. Having a problem creating a dust simulation for the background of a scene. I've created a basic rectangle emitter beside the screen which is 10,000cm^2 (have tried increasing and reducing this size but results are all the same). However these particles once emitted all seem to kill themselves once they reach a certain distance within the scene, and it is the same distance for all. There are no kill modifiers set, and its not the clipping distance of the camera/scene as it is the same distance in all 3 dimensions that it cuts off at. Is there an in built emitter range within X-Particles that kills them once they reach a certain border? And if so, is there any way around this? I do have quite a large scene, but i'd prefer to keep it to scale than having to reduce everything down. Cheers
  8. Hallo everybody, there is a way to create this effect using a custom shape instead the spheres default? Here can you see screenshot, and I attached a basic project file. What I'dl like to obtain is changing default plarticles sphere with , for examples, letters, or numbers or star shapes... Thanks for a glad reply! Chapert 010 Particle waterfall.c4d
  9. Hello! I am having the hardest time finding out how to do something I think is a simple request... I have a cached sim. It happens at the center of the scene. I want to move the cached sim to somewhere else in my scene without having to re-simulate and re-cache. When I move the cache (or the emitter, for that matter) nothing happens. It stays right where it was. Is there something I am missing here? Any hints or comments would be very helpful. Thank you! Perry
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