The New Particle System in Cinema 4D

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  • Опубліковано 9 кві 2024
  • 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.

КОМЕНТАРІ • 47

  • @_o__o_
    @_o__o_ Місяць тому +28

    RIP Insydium

  • @ikbo
    @ikbo Місяць тому +2

    This was clear and to the point. Subscribed!

  • @desertlion7013
    @desertlion7013 Місяць тому +1

    Amazing Just subscribed! waiting to enroll for the remote training🙌

  • @user-hw5ty5fu9z
    @user-hw5ty5fu9z Місяць тому +1

    Awesome tutorial, thanks man!

  • @farid.rabhallah
    @farid.rabhallah Місяць тому +1

    Brilliant explanation, thank you.

  • @jfiw8382dkkd
    @jfiw8382dkkd Місяць тому +1

    great video mate. you got a new suscriber! :)

  • @zothop
    @zothop День тому

    What are the posibilities to create liquid simuladtions?

  • @richardxs
    @richardxs Місяць тому +3

    This is the beginning of the end of the x-particles monopoly

  • @timaging
    @timaging Місяць тому +1

    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

    • @timaging
      @timaging Місяць тому

      later than day... figured it out. Could not figure this out in x-particles and now I have it! so awesome!

    • @Digidemy
      @Digidemy  Місяць тому +1

      The new particles just keep giving! :) Worth spending some time and exploring all of its features.

  • @eihabvisuals6327
    @eihabvisuals6327 Місяць тому

    Can you make a rain with particles splash setup tutorial?

  • @posebukse
    @posebukse Місяць тому +1

    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

    • @Digidemy
      @Digidemy  Місяць тому +1

      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.

    • @posebukse
      @posebukse Місяць тому

      @@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.

    • @Havealot
      @Havealot Місяць тому

      Noseman did a tutorial on that. It was either on Maxon Training Team channel or on cineversity.

  • @miradorazermera5838
    @miradorazermera5838 Місяць тому +1

    Is there a function that can vary the size depending on the time? like (size over life) in trapcode particular THANKS

    • @Digidemy
      @Digidemy  Місяць тому

      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".

    • @Havealot
      @Havealot Місяць тому +1

      @@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.

  • @gutlauninger
    @gutlauninger Місяць тому +2

    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
      @GoliZeka 20 днів тому +2

      What’s this for, man? I see this update as big as Pyro or Fields. New Particle system along with ToonShader is da bomb

    • @immortalartscom
      @immortalartscom 20 днів тому

      @@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.

  • @joestevens3071
    @joestevens3071 Місяць тому +1

    great stuff. I am having a hard time with rigid body. no matter where I place the tag the particles still cross eachother. Thoughts?

    • @Havealot
      @Havealot Місяць тому

      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.

    • @Digidemy
      @Digidemy  Місяць тому

      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.

    • @jasonscott5653
      @jasonscott5653 Місяць тому

      Thanks for help.

  • @Pa3yMHbIu
    @Pa3yMHbIu Місяць тому

    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
      @Digidemy  Місяць тому +1

      Not quite yet, but maybe soon :)

    • @Pa3yMHbIu
      @Pa3yMHbIu Місяць тому

      @@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.

  • @punkx4044
    @punkx4044 Місяць тому +1

    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

    • @Digidemy
      @Digidemy  Місяць тому +1

      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.

    • @punkx4044
      @punkx4044 Місяць тому

      @@Digidemy thank you! It works!

  • @Ali_Kisitu
    @Ali_Kisitu Місяць тому +1

    😎 cool

  • @Murathanaksoz
    @Murathanaksoz Місяць тому +1

    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

    • @Digidemy
      @Digidemy  Місяць тому

      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.

    • @Havealot
      @Havealot Місяць тому

      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.

  • @skychulla7600
    @skychulla7600 Місяць тому

    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

    • @Digidemy
      @Digidemy  Місяць тому

      You should be able to reduce this from the Size field

  • @HassanAhmed-dm6by
    @HassanAhmed-dm6by Місяць тому +2

    How much GB ram needed?

    • @Digidemy
      @Digidemy  Місяць тому +4

      You don’t need any more RAM than what C4D normally requires. The new particles are super light and need very little computing power!

  • @immortalartscom
    @immortalartscom 20 днів тому

    maxon are pathetic.