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Richard Squires

XP Dynamics set up

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Having watched the presentation introducing XP Shatter I was really excited to try it out. But I think I am missing something. I have added a Shatter object and made a sphere a child. This is being fractured by shatter. I then add an XP Dynamics tag to the Shatter object and have added an emitter so I assume it's set up correctly. I also added a gravity modifier so the Sphere drops to a plane object with an xp collision tag attached. The problem I have is that the shatter object doesn't seem to be interacting with itself and the surface of the collision item seems to be way above its actual position. Know its early access so I imagine its a bug or I don't know what I'm doing. 

Screen Shot 2019-03-29 at 6.55.36 pm.png

Screen Shot 2019-03-29 at 6.55.24 pm.png

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Heres an example file for you to look at, RE the object not been on the surface, if you look at the xpDynamics tag the radius is default set to 5, that is the actual size of the particles so they are hitting the floor first.

 

sphere break.c4d

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8 hours ago, Mike Batchelor said:

Heres an example file for you to look at, RE the object not been on the surface, if you look at the xpDynamics tag the radius is default set to 5, that is the actual size of the particles so they are hitting the floor first.

 

sphere break.c4d

I'll take a look.Thanks for the quick response

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8 hours ago, Mike Batchelor said:

Heres an example file for you to look at, RE the object not been on the surface, if you look at the xpDynamics tag the radius is default set to 5, that is the actual size of the particles so they are hitting the floor first.

 

sphere break.c4d

I did take a look but there are still lots of intersections. Comparing this with the inbuilt fracture and dynamics which doesn't have these issues. Could it be my hardware. Also the sneak peek seemed much more stable and quicker than what I am achieving. Also using the push means the shards move constantly away from one another rather than settling into a heap

 

Edited by Richard Squires

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It is happening something similar to me. It is working slow.

Also when I apply the xpdynamic tag to a cloner it's not working properly. I've tried to use the xpPPCollision Object, the xpConstraints or the xpFluidPBD, as is suggested for the xpShatter, to make the particles collide with each other but it's not working properly, Which is the way to proceed with cloners? 

It's very promising to be able to work whit all kind of simmulations together (dynamics, cloth, xplosia, fluids, shatter) but in the presentation video for the "X-Particles Early Access Update - xpDynamics presentation"  https://www.youtube.com/watch?v=in5Mig-Rvnc, in the minute 2'38'' seems to be easier and faster than what I'm achieving.

I want to dig more with all the new features.

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I’ve got the same problem over here. It’s an early release. Can’t wait to play once all the bugs are out. 

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On 4/23/2019 at 6:50 PM, Emilio Valenzuela said:

It is happening something similar to me. It is working slow.

Also when I apply the xpdynamic tag to a cloner it's not working properly. I've tried to use the xpPPCollision Object, the xpConstraints or the xpFluidPBD, as is suggested for the xpShatter, to make the particles collide with each other but it's not working properly, Which is the way to proceed with cloners? 

It's very promising to be able to work whit all kind of simmulations together (dynamics, cloth, xplosia, fluids, shatter) but in the presentation video for the "X-Particles Early Access Update - xpDynamics presentation"  https://www.youtube.com/watch?v=in5Mig-Rvnc, in the minute 2'38'' seems to be easier and faster than what I'm achieving.

I want to dig more with all the new features.

I have the same issue - the clones just interpenetrate one another and nothing works :(
Any suggestions?

XP-Dynamics.c4d

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there are some settings you have to change.

1) within xp dynamics tag uncheck update points to make it rigid body rather than softbody

2) within xp dynamics tag activate push and crank it  up to 100 %

3) most vital - project settings -> xparticles -> substeps at least 2 and iterations 30 collisions 200 help with your file

 

XP-Dynamics2.c4d

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The "x-particles early access update - xpdynamics presentation" is a good video, but it should be updated to reflect the release.

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Hi, 

Is there a new update on this? 

The main problem is there are intersections on a simple scene (like the one above. just a sphere breaking through the ground) that are not present on C4D's native fracture and rigid body dynamics.

I have tried increasing the substeps, iterations and using with xpConstation, but still no avail. 
The file I used is the one uploaded by @Mike Batchelor

Thank you for looking at the problem.

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Hi Bentraje,

 

I think we all are sharing the same frustrations, and it seems that Insydium doesn't talk much about it. The collisions are very inaccurate AND heavy in all my tests, probably something for the future but definitely not now.

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XPDynamics it's totally useless..you can also delete it if it doesn't work well ... the cache doesn't work too .. the modifiers don't work (for example xpSpin) ..... !!!!!!!!!

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Posted (edited)

Well, I'm glad I'm reading all these messages, I almost thought I didn't know how to use xParticles after 3 years working with it.

I found some ways to make my dynamics work, but tbh the native dynamics from C4D are pretty much stable and intuitive.

Some things I don't like from this dynamics system:

 - When emitting dynamic spheres (simple spheres linked to the particle radius), the particle rotation is not working properly, even in tangential mode.

 - When using and xpGenerator, the collision comes from the emitted particle, not from the new geometry generated.

I appreciate the Insydium effort, but I think this needs more accuracy. The modifiers are so powerful and it would be great making them work properly with the dynamics.

Good luck mates.

Cheers,

Edited by Nacho_Velasco

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A polite +1 that xpDynamics/xpShatter workflow could use more work.

1. It doesn't make sense to me that a push is needed? Is that the same as an collision? It makes the shards blow/push apart in a way that doesn't look natural.

2. The performance make it impossible for me to use it. If, in the attached scene, I turn on the Spawn Points on my xpShatter the simulation gets to slow to use.

Not 100 % sure if I'm doing something wrong or if this is simply the performance to be expected.

Thanks,
Jakob

shatter_sphere.c4d

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