Cinema 4D 2024.4.0 has just been released and it comes with an all new particle system that has been reworked from the ground up. In this video, we'll have a look at how to work with this amazing new addition to C4D.
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@_o__o_Ай бұрын
RIP Insydium
@sidlake5954Ай бұрын
Finally
@colinwilloughby4321Ай бұрын
Right it’s just literally a knockoff XP almost 1-for-1
@OmniVisionEliteАй бұрын
Good
@GoliZeka29 күн бұрын
FI-NA-L-LY!
@immortalartscom29 күн бұрын
@@GoliZeka hahaha! noob
@ikboАй бұрын
This was clear and to the point. Subscribed!
@desertlion7013Ай бұрын
Amazing Just subscribed! waiting to enroll for the remote training🙌
@user-hw5ty5fu9zАй бұрын
Awesome tutorial, thanks man!
@farid.rabhallahАй бұрын
Brilliant explanation, thank you.
@jfiw8382dkkdАй бұрын
great video mate. you got a new suscriber! :)
@eihabvisuals6327Ай бұрын
Can you make a rain with particles splash setup tutorial?
@timagingАй бұрын
I have yet to play with this, but I tried doing emission from a path in x-particles, and I wanted the emission points to be equidistant from each other. x-particles would only work an an emitter if the emission was set to "random". Hopefully we can do that here... especially when using tracers
@timagingАй бұрын
later than day... figured it out. Could not figure this out in x-particles and now I have it! so awesome!
@DigidemyАй бұрын
The new particles just keep giving! :) Worth spending some time and exploring all of its features.
@posebukseАй бұрын
Awesome! Just sat down playing with it - do you know how to make a condition loop? I want to have the particles use the Turn object for every 50 cm travelled, but they only turn after the first 50, and all the particles turn in the same direction. Any tips? Basically, I want to recreate the Network-function in x-particles :D
@DigidemyАй бұрын
A network type of animation is definitely possible. But may be a little long winded :) You'd start by creating 4 x Time Conditions. Inside each time condition, you would have a Switch Group modifier. You'd also need to create four particle groups (one group per condition). Each particle group would have a Turn modifier in it (one that turns right, the other left, then up and down). After the turn modifiers, you'd also have a switch group modifier, so when the turn is complete, you would switch to another group, so the particles turn in a different direction. Finally use a tracer to create the lines.
@posebukseАй бұрын
@@Digidemy you’re the man! Thanks for taking the time to reply! I also found another solution in Rocketlassos 5 hour (!) video where he uses the Look modifier to align the particle to travel direction.
@HavealotАй бұрын
Noseman did a tutorial on that. It was either on Maxon Training Team channel or on cineversity.
@gutlauningerАй бұрын
2025: "new amazing feature, undo history list" 2026: "new amazing feature, working net render solution" 2027: "new amazing feature, value 9.8 for gravity instead of 1000" 😂
@GoliZeka29 күн бұрын
What’s this for, man? I see this update as big as Pyro or Fields. New Particle system along with ToonShader is da bomb
@immortalartscom29 күн бұрын
@@GoliZeka it is a big update of a feature, that should have been there since 15 years like in other 3d packages. particle system. and then, its not really thought trough very well... c4d is so dissapointing. i switched 2 years ago after working with it since 2001.
@richardxsАй бұрын
This is the beginning of the end of the x-particles monopoly
@immortalartscom29 күн бұрын
monopoly? are you serious?... noob
@joestevens3071Ай бұрын
great stuff. I am having a hard time with rigid body. no matter where I place the tag the particles still cross eachother. Thoughts?
@HavealotАй бұрын
There is no particle-particle collision yet. So you either do particles or rigid body simulations. What you can do is clone onto the particles and make the clones rigid body objects. In that case the emitter will only take care of the creation of particles and the rigid body of the animation. But this is unrelated to the new particle system. You could have done that already with the old one.
@DigidemyАй бұрын
Rigid body tag will only work when you have actual polygons. So you can try turning particles into clones (using a cloner) and add the rigid body tag to the cloner. If you want particles to interact with a collider (like a container box, a wall, floor, etc.), you can also use a collide modifier.
@jasonscott5653Ай бұрын
Thanks for help.
@Ali_KisituАй бұрын
😎 cool
@zothop10 күн бұрын
What are the posibilities to create liquid simuladtions?
@Digidemy8 күн бұрын
Particles will be improving with each new release.. so although you can't quite create fluids yet, I am not ruling that out altogether for future releases.
@miradorazermera5838Ай бұрын
Is there a function that can vary the size depending on the time? like (size over life) in trapcode particular THANKS
@DigidemyАй бұрын
You can use a MoGraph Cloner and add the Time Effector to control the size of the particles over time. Other than that, the particles are just vectors, so they don't really have a "size".
@HavealotАй бұрын
@@Digidemy The particles DO have a size called "radius". The cloner will take take it into account as well. To change the size over time use the Data Mapper Modifier and map age or age percentage to radius. You can even use the spline UI to precisely shape the remapping.
@Pa3yMHbIuАй бұрын
It looks like thinking particles in the form of a template with settings. Is it possible to generate particles using UW or light, as Thinking Particles do?
@DigidemyАй бұрын
Not quite yet, but maybe soon :)
@Pa3yMHbIuАй бұрын
@@Digidemy Maxon managers are like children. They rush after everything shiny and don’t let them finish what they have. Nothing prevented Thinking Particles from being switched to a choice of CPU/GPU and simply giving them a visual interface for those who cannot work in Nod. They removed loudspeakers and stereo microphones from versions later than P20, which is why stereo sound now needs to be done in other “eye and feel” programs. Until now, they haven’t thought that the “sound” node in Xpresso is an excellent tool for voicing, for example, steps and etc. The sound renderer from the effector and Xpresso were never delivered... abandoned their development of the GPU renderer and began to buy other products and are trying to integrate them into a plugin. I'm already tired of catching Redshift glitches during rendering. Incompatibility of materials...God...The craziest thing is that I had to transfer the project to P20, and then back, because the "gradient" checkboxes for "depth of field" are simply hidden and it is impossible to properly adjust the blur ranges (2024.3). "Don t Give Up" - this is the slogan with which I get up for work every day... spread glue on Maxon's managers' shoes so that they will stop giving stupid instructions to programmers and finally give them the opportunity to do the job without errors.
@punkx4044Ай бұрын
good tutorial, but I don't understand one setting. I need a certain number of particles to be reproduced over a given time. If we look at a specific example, I need 200 particles to appear within five seconds. I can see where the number of particles is set, but they all appear at the same time, but I need them to finish appearing after 5 seconds. In the old version of the emitter this was very easy to configure, but in the new version I don’t see this setting
@DigidemyАй бұрын
You can use the Constant emission mode with a rate of 500 per second. Then turn on the Range and set the Duration to be 150 (5 x 30f). That should do the trick.
@punkx4044Ай бұрын
@@Digidemy thank you! It works!
@skychulla7600Ай бұрын
The diameter of the particles in my c4d (Particle Group -Draw-Size)are much bigger in the viewport than what you are showing in your tutorial
@DigidemyАй бұрын
You should be able to reduce this from the Size field
@MurathanaksozАй бұрын
Firstly, it should properly bake when both a rigid body and a collider body are in the same scene, as it's still full of bugs in this regard
@DigidemyАй бұрын
It's only the first version, keep watching this space :) In the meantime, check out the Collide Modifier included in the new version of particles.
@HavealotАй бұрын
The fact that you call it "collider body" suggests that you are using the old Bullet Physics. They are separate and not part of the new unified simulation system. All compatible tags are grouped under "Simulation" in the right click menu / tag menu in the object manager.
@HassanAhmed-dm6byАй бұрын
How much GB ram needed?
@DigidemyАй бұрын
You don’t need any more RAM than what C4D normally requires. The new particles are super light and need very little computing power!