MAN !!!! the best tut i have seen in ages... on top of that i feel very proud that i have stopped XP license renewal a few months back !!! THANK YOU GILLES.. I hope that you have been involved in any way in the graphics of the Paris Olympic games opening ceremony ...
Hey, thanks! Unfortunately, I haven't been involved in the opening ceremony. As for XP, the new particle system is quite good but still doesn't match what XP can do. However, it's still in its early stages, so I hope they will continue to develop it further !
Definitely interested with the scrolling test tutorial, just in case it's not made inside AE 😉, and thanks a lot for this tut. As usual, a concise and clear tutorial, quick and without any downtime.
Connecting Instance with resample/trim modifiers will not seem to work in 2024.5.1 resulting in a weblike aberration at the turns (Maxon since added a History Depth to the Instance Object Properties) > Using History Depth (1) fixes this issue however note @16:52 tutorial cuts and gilles has changed the order of operations bringing Reproduce [CHANGE] Object to the bottom of the MAIN stack. Addressing these discrepancies I was able to continue the rest of the tutorial. Thank you g.d., your charitable genius is truly a blessing.
@@gillesdillenseger6472 you are literally making the best tutorials c4d has seen in the last five years you've liberated us all from the tyranny of rocks squishing tight spread area light product shots and microsoft style frame sims please keep them coming... you are clearly an expert and an original thinker. I hope Maxon will recognize your contributions and invite you to be a representative in the field.
Love the tutorial, whenever i set it up following the steps very carefully, the particles doesn't seem to turn exactly at 45 degrees, it seems to be a slight amount of variation to the turn amount and not an exact 45 degree turn all the time for some reason. I know they updated some of the particle default values so it might be something out of whack there.
Hey, sorry for my late response. I encountered a similar issue while working on this setup, but I was able to fix it by adding the Y constraint using the math object. see here : ua-cam.com/video/F0HqJiFJ4cI/v-deo.htmlsi=b-SHz5o9x7hDkMtc&t=68 If you've already tried that, it should work, but if not, I'm not sure what else might be causing the problem. Let me know how it goes!
Anyone else having trouble keeping the particles sources on the same line? At minute 2:19 he gets them on the same line by changing the emitter lifetime to 0. In C4D 2025 it only works if set to infinite, but the dots are no longer in a proper line, if that makes sense...
Hi, thanks for bringing this to my attention! I just checked it out, and there's an easy fix. I'll do my best to upload a video explaining it as soon as possible!
Hi man, that's such an amazing tutorial! I can't wait for the next time. I have an issue though, I bought the project just in case it was me not following correctly the tutorial, but when I cash the simulation, all the circuits and positions gets screwed up, is there a way to improve the caching or something? Thanks!
Hi David, Thanks for your feedback and purchase! Regarding your issue, after you cache, does the animation mess up when you play it, or only when you scroll through? If it only messes up when scrolling in the timeline, it's likely due to the tracer still being live. You can fix this by right-clicking on it and baking it as an Alembic. Let me know how it goes!
@@gillesdillenseger6472 it still didn't work but I manage to render it anyway! by the way, I have been wondering about the last part, exploring and stuff and changing the emitter and somewhat part of the direction is okay, but the square emitter emitting outwards seems to evade me, could you give a few tips about how to manage that? Thanks!
Hey David, yes there's a little trick ! First, assign a rectangle as the emission geometry. Then, go to the properties of the emitter and set the direction to tangential. Next, open your Main particle group, go to the velocity condition where we assign the initial velocity through a math object, and add a turn right after the math. Set the direction to custom, vector to [1,0,0], and vector space to alignment, and you should be good to go !
Thanks for sharing. Could you explain how I can understand the order of particles? Also, why can I use the "reproduce particle as field" option, because it produce after the main particle
@gillesdillenseger6472 thax for you answer!!!i will try my best to describe it,You use regenerating particles as a field to kill main particles.You have been using these techniques in previous videos. It's a confusing question, why use the particles generated by the parent particle set to kill the parent particle set? if there have order in this particle group? just like c4d priority in animation.
@@yusulfliu9850 Oh yes, I understand. I'm not using the reproduce due to priority issues. The reason I use it is simply that it allows me to spawn particles randomly. You can think of it as a method for selecting random particles from the main group. Does that answer your question?
@@gillesdillenseger6472 thanks for your patience. Can I understand it this way : in your video, you use the "change" group as field to affect the "main" group to change their direction; also the "change" group is produced by the main group; particles don't have priority between them.
Yes, exactly! But keep in mind that the order of the modifiers matters. For example, if you have a basic emitter and a floor plane, and you want your particles to fall and collide properly, you should place the gravity modifier first in your particle group, followed by the collide modifier. If you test the collision first, the gravity might still push the particles through the ground plane. I hope this makes sense. I'm still trying to figure it out myself :)
Awesome stuff, it even makes my brain hurt once in a while, keep it coming. Question, how can i make custom particles visible in the new particle system without Redshift?
Thanks :) If you're using the standard renderer, you can use a cloner object to clone geometry directly onto the particle group. To inherit the scale of the particles, adjust the "Particle Scale" slider in the Cloner's Object tab. Additionally, switching the instance mode to "Multi-Instance" can improve performance. For Arnold or Octane, you can add a specific tag to the particle group to assign geometry directly from the tag, similar to what's demonstrated in the video. The cloner method works in any renderer. I hope this helps!
Dude, I've been working in mograph for 25 years and I'm like what the fuuuuuckkk is going on here? Maybe just try to follow along, and some of it will click. Some guys are just next level.
@@parttimehuman yeah, I would never think to select those things, understand how to nest them, etc. I saw a pretty basic one from Noseman and I still got lost
Hi! It may seem daunting at first, but it's not as bad as it looks. Once you understand the basic concepts, things start to make sense. I suggest watching Chris Schmidt's introduction to the particle system; it really helped me understand it as he goes over each setting in detail.
Hey, thanks so much for the offer! I really appreciate it. My recordings are a bit all over the place, so they might be tricky for someone else to edit. Plus, since my channel is just a side project and I’m not earning anything from it, I can’t really afford to bring on an editor right now. But thanks again for reaching out!
@@gillesdillenseger6472 my plesure bro i love the content if you ever need an editor I'm here for you and I work with c4d too I know how that content recordings go lol keep up the great work
Yes, I'm aware of that. That's why I implemented a kill condition to prevent this behavior-the particles stop when they encounter another line. Currently, I don't know of another way to avoid intersections. Allowing them to cross each other's paths is just an artistic decision for now.
Hi, if you're using C4D 2025 or a later version, check out this fix video ! ua-cam.com/video/7yw0_Bx3_xI/v-deo.html
the best tutos for c4d new particles
Wow thanks !
Great tutorial as always. I feel like I learn so much about C4D in general from watching your videos, not just the techniques you're discussing.
Thanks 😀
Of course we want the text animation!
YOOO this was just a dream when XP launches Network. Now it's in front of my eyes. Thanks Gilles!
MAN !!!! the best tut i have seen in ages...
on top of that i feel very proud that i have stopped XP license renewal a few months back !!!
THANK YOU GILLES.. I hope that you have been involved in any way in the graphics of the Paris Olympic games opening ceremony ...
Hey, thanks!
Unfortunately, I haven't been involved in the opening ceremony.
As for XP, the new particle system is quite good but still doesn't match what XP can do. However, it's still in its early stages, so I hope they will continue to develop it further !
@@gillesdillenseger6472 exactly XP is 5 years old and its on 99% of what it possibly could do i think. c4d particles are on 10%.
Definitely interested with the scrolling test tutorial, just in case it's not made inside AE 😉, and thanks a lot for this tut. As usual, a concise and clear tutorial, quick and without any downtime.
Thanks !
Connecting Instance with resample/trim modifiers will not seem to work in 2024.5.1 resulting in a weblike aberration at the turns (Maxon since added a History Depth to the Instance Object Properties) > Using History Depth (1) fixes this issue however note @16:52 tutorial cuts and gilles has changed the order of operations bringing Reproduce [CHANGE] Object to the bottom of the MAIN stack. Addressing these discrepancies I was able to continue the rest of the tutorial. Thank you g.d., your charitable genius is truly a blessing.
hey , thank you for your review ! And thanks for pointing this out, I didn't update C4D since I made the tutorial, i'll have to check this !
@@gillesdillenseger6472 you are literally making the best tutorials c4d has seen in the last five years you've liberated us all from the tyranny of rocks squishing tight spread area light product shots and microsoft style frame sims please keep them coming... you are clearly an expert and an original thinker. I hope Maxon will recognize your contributions and invite you to be a representative in the field.
@@jonmud Thank you so much, that kind of feedback truly means a lot to me and encourages me to keep moving forward !
Bravo - love your style and tutorials 👏👏👏
Thanks a lot! That really means a lot to me and keeps me motivated.
@@gillesdillenseger6472 they are great and yes please to the scrolling text tutorial :)
what a sweet idea!
you are my new love
omg incredible
Awesome Gilles. Thanks for this!
Looks Perfect
Thank you !
@@gillesdillenseger6472 Here welcome sir
Fantastic work
Thank you !
Thanks a lot, that was a great one!
Thanks !
So cool man
Thanks ! 😀
wow... awesome
Thank you !
Thanks!
Thanks for watching !
You are a legend
Love the tutorial, whenever i set it up following the steps very carefully, the particles doesn't seem to turn exactly at 45 degrees, it seems to be a slight amount of variation to the turn amount and not an exact 45 degree turn all the time for some reason. I know they updated some of the particle default values so it might be something out of whack there.
Hey, sorry for my late response. I encountered a similar issue while working on this setup, but I was able to fix it by adding the Y constraint using the math object.
see here :
ua-cam.com/video/F0HqJiFJ4cI/v-deo.htmlsi=b-SHz5o9x7hDkMtc&t=68
If you've already tried that, it should work, but if not, I'm not sure what else might be causing the problem. Let me know how it goes!
@@gillesdillenseger6472 Will check it out when I have some freetime! Amazing to even see a reply from you :)
Hope u have a great weekend Gilles!
Anyone else having trouble keeping the particles sources on the same line? At minute 2:19 he gets them on the same line by changing the emitter lifetime to 0. In C4D 2025 it only works if set to infinite, but the dots are no longer in a proper line, if that makes sense...
Hi, thanks for bringing this to my attention! I just checked it out, and there's an easy fix. I'll do my best to upload a video explaining it as soon as possible!
Sure, this new particle system il really fun and promissing !
Hi man, that's such an amazing tutorial! I can't wait for the next time. I have an issue though, I bought the project just in case it was me not following correctly the tutorial, but when I cash the simulation, all the circuits and positions gets screwed up, is there a way to improve the caching or something? Thanks!
Hi David,
Thanks for your feedback and purchase!
Regarding your issue, after you cache, does the animation mess up when you play it, or only when you scroll through? If it only messes up when scrolling in the timeline, it's likely due to the tracer still being live. You can fix this by right-clicking on it and baking it as an Alembic.
Let me know how it goes!
@@gillesdillenseger6472 it still didn't work but I manage to render it anyway! by the way, I have been wondering about the last part, exploring and stuff and changing the emitter and somewhat part of the direction is okay, but the square emitter emitting outwards seems to evade me, could you give a few tips about how to manage that? Thanks!
Hey David, yes there's a little trick !
First, assign a rectangle as the emission geometry. Then, go to the properties of the emitter and set the direction to tangential. Next, open your Main particle group, go to the velocity condition where we assign the initial velocity through a math object, and add a turn right after the math. Set the direction to custom, vector to [1,0,0], and vector space to alignment, and you should be good to go !
Thanks for sharing. Could you explain how I can understand the order of particles? Also, why can I use the "reproduce particle as field" option, because it produce after the main particle
Hi! Thanks for watching. Sorry, I'm not sure I understand your question. Could you please be more specific?
@gillesdillenseger6472 thax for you answer!!!i will try my best to describe it,You use regenerating particles as a field to kill main particles.You have been using these techniques in previous videos. It's a confusing question, why use the particles generated by the parent particle set to kill the parent particle set? if there have order in this particle group? just like c4d priority in animation.
@@yusulfliu9850 Oh yes, I understand. I'm not using the reproduce due to priority issues. The reason I use it is simply that it allows me to spawn particles randomly. You can think of it as a method for selecting random particles from the main group.
Does that answer your question?
@@gillesdillenseger6472 thanks for your patience. Can I understand it this way
: in your video, you use the "change" group as field to affect the "main" group to change their direction; also the "change" group is produced by the main group; particles don't have priority between them.
Yes, exactly! But keep in mind that the order of the modifiers matters.
For example, if you have a basic emitter and a floor plane, and you want your particles to fall and collide properly, you should place the gravity modifier first in your particle group, followed by the collide modifier. If you test the collision first, the gravity might still push the particles through the ground plane.
I hope this makes sense. I'm still trying to figure it out myself :)
Awesome stuff, it even makes my brain hurt once in a while, keep it coming.
Question, how can i make custom particles visible in the new particle system without Redshift?
Thanks :)
If you're using the standard renderer, you can use a cloner object to clone geometry directly onto the particle group. To inherit the scale of the particles, adjust the "Particle Scale" slider in the Cloner's Object tab. Additionally, switching the instance mode to "Multi-Instance" can improve performance. For Arnold or Octane, you can add a specific tag to the particle group to assign geometry directly from the tag, similar to what's demonstrated in the video. The cloner method works in any renderer.
I hope this helps!
Now I know why I don't use this more often. I do not have a science/math mind like this. WAY over my head. Too bad.
Dude, I've been working in mograph for 25 years and I'm like what the fuuuuuckkk is going on here? Maybe just try to follow along, and some of it will click. Some guys are just next level.
@@parttimehuman yeah, I would never think to select those things, understand how to nest them, etc. I saw a pretty basic one from Noseman and I still got lost
Hi! It may seem daunting at first, but it's not as bad as it looks. Once you understand the basic concepts, things start to make sense. I suggest watching Chris Schmidt's introduction to the particle system; it really helped me understand it as he goes over each setting in detail.
@@gillesdillenseger6472 Good Point. Chris' stuff is fairly thorough, but LONG! I guess I can't have everything! Thanks!
hey gillesi love the tutorials let me know if you need an editorto help you reach more people let me know I'm good at it :)
Hey, thanks so much for the offer! I really appreciate it. My recordings are a bit all over the place, so they might be tricky for someone else to edit. Plus, since my channel is just a side project and I’m not earning anything from it, I can’t really afford to bring on an editor right now. But thanks again for reaching out!
@@gillesdillenseger6472 my plesure bro i love the content if you ever need an editor I'm here for you and I work with c4d too I know how that content recordings go lol keep up the great work
The channels of the circuit go through each other and come back. 😥
This is AS incorrect as possible and cannot be used in normal projects.
Yes, I'm aware of that. That's why I implemented a kill condition to prevent this behavior-the particles stop when they encounter another line. Currently, I don't know of another way to avoid intersections. Allowing them to cross each other's paths is just an artistic decision for now.