Specialists in the creation of Plugins for MAXON’s Cinema 4D. INSYDIUM Fused contains all of our plugins and products in one complete collection.
X-Particles - satisfies all your particle needs: cloth, smoke, fire, fluids, grains and dynamics.
NeXus - harnesses the power of Vulkan. Our cross-platform particle simulation framework brings fluids, grains, constraints and particle modifiers onto the GPU.
Taiao - a procedural plant animation system used to generate trees, flowers, grasses and custom objects.
TerraformFX - the powerful, art-directable terrain generator.
MeshTools - enables users to model with total artistic control allowing them to keep their mesh geometry live while stacking up the mesh tools to create mulitple effects.
Cycles 4D - is a dedicated bridge plugin allowing Cinema 4D users to access the Cycles rendering engine directly inside Cinema 4D.
Would you guys ever do an add on where the white, for example, could be a gelatinous / viscous and the black could be another type of material, for example, a gold flake? Or would that be separate emitter builds? Curious how that would be built and textured in Octane.
Two emitter builds... yeah the particles may not interact - but it'd be just as easy and allow you more control. Plus, you could easily use a separate texture. Bob would know how to get the particles to interact, but I am le tired and gonna go watch some TV. But yes your instinct is correct
You can use the particle color to move between any number of materials in one particle system. I'm not familiar enough with Octane to walk you through the steps, but it's really easy in Redshift.
BY FAR one of the seggziest top tip tuesdays ever! I'm a sucker for grainular and constraint stuff. The gelling effect it has on some particles and not others is just so satisfying to look at. PLEASE Insydium team if you're reading this, it would be an absolute DREAM if you guys could add an option to xpCache, that allows us to export our xp simulations directly into Unreal. Some kind of point cloud format. I know we can currently export to bgeo which can be read in houdini. Something similar to that, but directly to Unreal would be amazing for those of us who don't have or are uncomfortable fiddling with houdini. I prefer X-Particles BY FAR over Unreal 's Niagara system so this would be SUPREME. Thanks for reading guys.
Nice tutorial! What i absolute love about the channel is, that the clock kinda came obsolete over the time. I've been following you for quite a while never, and i believe so far you never kept it within the 5 Minutes :D Thats totally fine to me. I'd rather have a detailed tutorial than a rushed one. So far you find a good balance. Thank you!
I don't understand the break properties. When you made it a percentage of the break radius you had to reduce it down to 10% suggesting that none of the particles got more than 10% of 40 or 4 apart during the simulation. Then when you set it to absolute you had to go up past 30 suggesting that all of them are at least 30 apart from their connected partner during the simulation. This seems to contradict the earlier conclusion that none are more than 4 apart. Am I confused or is there something more going on here.
nxQuestion is legit cool, but what it does is esoteric and there is only like 7 of us worldwide that any appreciation the intersection of computer programming and motion graphics All that's being done is If> there is any Math involved Then> I'm going home early today
I went through the mtSubDivider>mtDualGraph>mtSubDivider steps to work with the spline, but the second mtSubDivider suddenly splits into squares instead of triangles. What settings should I change?
What would be the best approach to utilizing another emitter to have a different look in the negative space of that sim? Still dynamically moving with the first emitter but adding more to it.
The things they don't mention in this video: 1. The cube has a display tag that's shading mode is set to lines only. 2. The xpEmitter > Display > Color mode > is set to Gradient (parameter), and the Gradient parameter > Set to speed. Great tutorial, really enjoyed it. I do wish the finalized scene files were available for every video so I can compare - just in case something isn't mentioned in the video - as was the case here.
Hey Bob, another TERRIFIC TTT, cheers. A quik Q: when you inserted the change range node to interpret the particle speed data, is there a reason you didn't you use the 'Vector Change range' node instead? Since it comes after a Vector User Data node and a Vector Length node? Just curious about your thought process. Thanks in advance.