How are you supposed to child objects to the Emitter now? Try adding a cube as child to the emitter, doesn't work. It's not very clear where we're supposed to place our objects in this setup. Can you advise please?
I'm using Redshift, so now I have to put a RS Object tag in the Particle Group (objects), and in this tag, go to > particles > Mode: Custom Objects. In the field you have to put the objects that you want to become particles.
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
Great Stuff, Please can you tell me how to creat a Mesh Emitter and make particles to follow motion from an animated object/mesh? I will truly appriciate.
Your video is amazing and helps me to understand many parts from the "show help". I know you from Skillshare. Thanks a lot and I think the new Particles in conjunction with Pyro sent Insydium to the cemetery.
Great! This tutorial is very useful. I have a question regarding particle systems. How do I use rigidbody to make them interact with each other? Or can reproduce be applied to older emitters as well?
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
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.
@@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.
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
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.
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.
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.
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.
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".
@@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.
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.
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" 😂
@@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.
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?
@@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.
RIP Insydium
Finally
Right it’s just literally a knockoff XP almost 1-for-1
Good
FI-NA-L-LY!
@@GoliZeka hahaha! noob
Subbed. Thanks, great way of explaining things.
This was clear and to the point. Subscribed!
Brilliant explanation, thank you.
Thank you for explaining the basic features of the particles well. It was very helpful.
How are you supposed to child objects to the Emitter now? Try adding a cube as child to the emitter, doesn't work. It's not very clear where we're supposed to place our objects in this setup. Can you advise please?
Have you found an answer to this? Having the same issue. No "show objects" option now.
I'm using Redshift, so now I have to put a RS Object tag in the Particle Group (objects), and in this tag, go to > particles > Mode: Custom Objects. In the field you have to put the objects that you want to become particles.
This is the beginning of the end of the x-particles monopoly
monopoly? are you serious?... noob
Amazing Just subscribed! waiting to enroll for the remote training🙌
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
later than day... figured it out. Could not figure this out in x-particles and now I have it! so awesome!
The new particles just keep giving! :) Worth spending some time and exploring all of its features.
Great Stuff, Please can you tell me how to creat a Mesh Emitter and make particles to follow motion from an animated object/mesh? I will truly appriciate.
Awesome teacher.
great update finally , thanks bro that was very informative
Your video is amazing and helps me to understand many parts from the "show help". I know you from Skillshare. Thanks a lot and I think the new Particles in conjunction with Pyro sent Insydium to the cemetery.
Amazing tutorial sir 🙏🏽
Great! This tutorial is very useful. I have a question regarding particle systems. How do I use rigidbody to make them interact with each other? Or can reproduce be applied to older emitters as well?
Hi! Cool video, thanks! And how to make the reproduced particles smoothly increase in size and appear from 0 to a given value?
I have the latest version 2024.5.1. Conditional - 40F (reproduce) part doesn't look the same. Has it been updated in 3 months?
great video mate. you got a new suscriber! :)
Can you do a tutorial on how to get the particles to follow a Spline path in 2024?
Abi bu particle'ları nasıl küçülterek yok ediyoruz lifetime bitince, onu kaldırmışlar çıldırıcam (2023 kullanıordum)
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
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.
@@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.
Noseman did a tutorial on that. It was either on Maxon Training Team channel or on cineversity.
Can you make a rain with particles splash setup tutorial?
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
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.
@@Digidemy thank you! It works!
Awesome tutorial, thanks man!
great stuff. I am having a hard time with rigid body. no matter where I place the tag the particles still cross eachother. Thoughts?
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.
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.
Thanks for help.
What are the posibilities to create liquid simuladtions?
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.
Is there a function that can vary the size depending on the time? like (size over life) in trapcode particular THANKS
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".
@@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.
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
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.
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.
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"
😂
What’s this for, man? I see this update as big as Pyro or Fields. New Particle system along with ToonShader is da bomb
@@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.
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
You should be able to reduce this from the Size field
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?
Not quite yet, but maybe soon :)
@@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.
😎 cool
How much GB ram needed?
You don’t need any more RAM than what C4D normally requires. The new particles are super light and need very little computing power!
maxon are pathetic.