Maan C4D's particle system has been LOOOONG overdue for an update! It's incredibly outdated so this is good to see. I've been using X-particles for years. I love X particles but it has it's quirks and they don't update the plugin often enough. It took XParticles far too long to implement GPU acceleration and even after they added it, it doesn't work for all of X-particless' features. I doubt this new built in particle system will have the level of functionality of Xparticles but hopefully it runs fasts and has a lot of flexibility.
everything you show in the video can be done with Cinema4D right now. You have to know either the right nodes and combine thinking particles with the new rigid bodies. But I would totally embrace a better, more intuitive interface
But TP is horribly slow and runs on CPU only. This many particles for the head and banana would be incredibly difficult to artdirect in a timely fashion at this moment.
C4D's particle system needed an update. Their base level particles felt very limited and I never enjoyed working with their thinking particle workflow in Xpresso. I'd love it if they added some flip fluid simulations to go along with their pyro. I'm not expecting Realflow and Houdini levels but put something in there. Blender has had that option for over a decade.
My lowest expectation is that they have a particle system that is at least the same level as Blender. Meaning at the very least some good emitter setting options and let me be able to emit from objects without using thinking particles.
To folks who don't really use Thinking Particles in C4D, this system indeed is ancient, but it does get most of the job done. It supports the "Field Force" effector in C4D, which also supports tons of fields operations & volume builder for vector customizations. I beliveve MOST of the C4D users would NEVER read the official doc to learn vector operations, which is the MOST IMPORTANT thing to create cool particle animations. This update, I believe, has to be associated with the latest Cloth/RIGID/SOFT BODY simulation system (vi sa vis Point Based system), which allows the particle system to interact with easily.
That´s the whole point in my opinion. Maxon always leads the industries with ideas way back in the old days. When i think about Bodypaint for example, it does its job and it does it well, but people aren´t willing to take time to learn those tools. Especially today where they just want Blender like 1 click solutions. More bashing than creative design, but helps to finish quickly their projects in one hand a cup of coffe, some nerdy glasses and a beard. AND BLENDER
No, my friend. First of all, the whole field to vector operation is STILL the industry standard to create advanced particle fx. It is much more advanced and easy to manipulate than what you have in blender and even maya, max. The only competitor which has this degree of freedom is actually Houdini. If you look up houdini particle tutorials, vector operation is exactly the same, and C4D actually gives much easier GUI controls. The setup to control particle birth/spawn behavior is indeed ancient (xpresso). The performance is also poor. My 128g 12th gen i9 machine is struggling whenever I have 100 millions particles in TP. C4D has this VERY niche place in 3D graphics industry, which is motion graphics mostly. Everything else is not quite in its scope of development. Hence we still don't have a standard Human IK rigging system (oh please do update this Maxon...) @@MrMythorst
i totally agree to what you just mentioned, maybe i havent explained it the right way. What i wanted to point to is that maxon is since i started 3d in 2000 ish, always a very great example how much you can do with their "inHouse" tools. I also agree to the point of character creation especially Rigging or texture creation (UV editing) there are tools out for decades who doing a better job. When it comes to motion graphics, maxon always developing great ways who differes from all those other aplications.iam feeling comfy with C4d since i started.
@@nickli682man when I started learning c4d back in version r16, I wanted to learn thinking particles but the xpresso node system confused me so much I left it alone. Using X-Particles is what eventually helped me understand how particles/point systems work as well as what vectors are. After that, Xpresso made more sense but still clunky to me. I have no clue why they thought naming an emitter node "Pstorm" would be a good idea. The semantics suck lol.
@@kickheavy8982 Unfortunately you can't transfer your knowledge from Xparticles for other DCC such as Houdini. This is a personal choice though. I was just saying if you want to step up the game eventually, you might still want to learn TP system to get the fundamentals sorted out.