I have my particles and texture setup by using emit from texture (object, but want to use a skinner or VDB mushers to create a mesh and liquid effect.
The problem is once i create the mesh, I lose my texture/image info.
The question is, how can I texture my mesh with an image etc. so that when the particles are affected, or appear to melt , my detailed object will look like its melting.
Using Octane to render but I also have cycles.
I tried to create a dynamic rosary. but I'm experiencing weird behavior from XParticles.
It contains a spline as a string and several rosary pieces in a cloner.
both have an xpDynamic tag on them.
problem is the scene does not update automatically. I have to play... pause... move the camera to update the dynamics. (seems like an app bug)
the main problem though, is rosary pieces are not colliding with each other.
they all overlap. I tried to solve it using xpConstrains and PPColision with no luck.
p.s. project file attached
Using OVDBMesher with and explosia effect and an emitter to create a liquid explosion. Want
the texture color to be driven by speed. Got that setup in Redshift no problem. The issue is that when
I cache my mesh in xparticles my texture loses the speed/color change. Seems that caching the mesh
disables or prevents the point color tag from calculating speed and color. Or maybe I'm doing something wrong.
Any help is appreciated.
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
I am having an issue installing Xp into R21. I have installed the folder both in the plugins folder in R21 as well as the appdata plugin folder. I still do not see xp anywhere in the ui. Can someone please help??
Hi. I'm using xpPainter and xpSprite to draw little points of light in a dark landscape.
I want to add other lights growing up using a second emitter and Trails.
When the second emitter starts, the previous painted particles disappear both in the renderView and in the ViewPort, as you can see in the screen recording attached.
I'm using Cinema 4d R21.026 and Redshift renderer v. 2.6.49
Please help!! I really can't understand why it is happening. Thank you.
Here is the project file:
xpPainter problem - screen recording.mp4
Imagine a subdivided editable cube dropping onto a surface using rigid body dynamics. Using xyDynamics Can anyone tell me why my xpDynamics mesh object is deforming on collision? I want rigid body dynamics, not soft body. Rigidity is set to 100 percent. The maid body of the mesh remains rigid, but at the point of impact, the vertices bunch-up. Making the radius bigger in the dynamics tag causes the mesh to float above the collision surface when the dynamics mesh comes to rest.
Any suggestions would be appreciated. I’ve been trying to get something of a blood trickling. But it’s not perfect yet. Im Not sure if I’m going about it the right way. But I’m slowly getting there. In this case I want the blood trickling up. Not a lot but like maybe one or two streams. Typically blood leaves a residue trail as well. Not sure how I’ll go about get that just yet. But check what I’ve done so far. It’s working off a follow surface with an infector and an openvdb. With some gravity to have it raise up.
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