Is it possible to spawn new XpSystems as we spawn new particles?
Say we have encapsulated in one XpSystem all the logic of an independent dynamic particle module. What would be the most reasonable solution in Cinem 4d to emit multiple of these dynamic modules? Obviously xpGenerator is there for simpler objects and baking this module to an alembic object would make it non dynamic.
I have two emitters with a gravity modifier. The first one has 2000 mass and the other has 1 mass.
But they fall exactly the same. I tried the density on the fluid tab but it still works as is.
I don't want to use separate gravity modifier for each emitter. It's a bit counter-intuitive.
Am I missing something or is there a way around this?
Thank you for looking at the problem
Came across this annoying little thing during some rnd phase of creating a scale growth particle system.
whenever i increase the substeps to more than a value of 1 the starting scale of the particles when outside of the falloff does not sit at a value of 0 instead it will start at a medium value between the min and max of the xpScale mod. Any ideas why the substep is causing this scale issue ?
I've attached the file, change the substep to 2 and things dont seem to work.
Hand Particle Random.c4d
High, i am new here, i need your help, i am using demo version of xparticles and i used xplosia dynamics but it did not show up in the picture viewer, therefore i could not able to render it, is there any available method how to render it? thank for your replies
Anyone has any insight on xp4 performance? Im trying to find out what would be the best CPU to simulate, i read that some functions are not multithreaded, but most are. However there are reports of people running dual 2699 xeon that are not having "massive" performance. Is there any optimal point? e.g. High ghz vs cores
edit: more concrete. What would i buy.
respectively core / clck / cinebench single/multi
Intel i9 9900K 8 3.6 218 2077
AMD Threadripper 1950X 16 3.4 166 3062
Any insight would be welcome