Thanks for the tut. I can confirm that in version 2023.1.3 (R4) of Octane if you add the Octane ObjectTag to the Particle Group and set it to geo etc... it works just like X-Particles.
Thank you very much. Yeah Otoy added that to octane in the mean time. C4D Particles were really new when I made the tut. Back then there was no support of the Octane Tag! I am going to Pin your comment as this might be useful for others 🙌🙌
@@SilverwingVFX Okay, thanks, that was the intention, I thought it might be useful for someone like me who didn't know there had been this update. Thanks for the great tuts.
I was looking for a similar tutorial because I had a problem with the particles and weeks later I found this video that could help me a lot, this tutorial is a different way of how I did things and I think it is much better, you have one more follower on your channel
Thank you very much Rufus! Appreciate your nice comment. It´s always so nice to hear people like my approach🙌🙌 I really like what Maxon did there. This is a really good system and it´s rather fast in two ways. One, to learn... and second to simulate 😊
Awesome tutorial Raphael!! Very interesting. When using a closer with Octane, I always tend to use the Octane Scatter since its not that demanding on the CPU, but I will for use the Multi-Instance now inside the cloner since it doesn’t seem that demanding. Thanks for doing these tutorial. They are useful! ✨
I was thinking about going over the Particle to Matrix Object to Octane Scatter workflow. As far as I know this does not support motion blur. Correct me if I am wrong though! To be honest, I still got it to hang when I tried e.g. 100.000 Particles per second. I don't think Octane has particle primitives as Redshift has. Hopefully Otoy can make this happen so we can deal with a lot more particles with all the channels and additional motion blur. This would be glorious!
Hey there and thank you very much for your comment. Not sure if I understand your question. Are you talking about my Behance? It's behance.net/silverwing-vfx
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.
Hey there and sorry for my really late reply. I hope you have found a solution in the mean time. I have to be honest and say that I do no use particles on a daily basis and would have to research for a solution my self. I hope you have found some other channels that go into the particle topic more! Cheers, good luck and a great start into this week to you!
Hey hey and thanks for your question. I just had made it and then cut it and copied it back in to the scene. The object itself is just a null with the name of 30 times the - symbol. So unfortunately no scripts just a bit of trickery involved 😇
Hey hey, thank you very much for your comment and your question. I think this is a very young particle system and not that feature rich yet. There are some things missing in order to make good looking water. Beginning with particle to particle collisions. But if Maxon keeps going in that trajectory then at some point will be a fluid sim capability in there.
Thanks! I don't love dirty hacks like that....but now at least I can see my particles! However, I'm using the Data Mapper with Age property to affect Radius, and that causes them to pop up and down uncontrollably, it's weird. For now i'm sticking with X-Particles!
Thank you very much for your message and your report. I would need to try on my end, but sounds like maybe a limitation. And you are right that X-Particles is better established. P.s. this "Dirty Trick" is Maxons official way to support their particles in other renderers then Redshift. Even their own Standard and Physical renderer 😇😇
Cool tutorial, as always. As for the particles themselves, as a new feature of C4D, I have controversial feelings about how they are implemented by Maxon and how they work, especially since I have been studying Houdini for the past months and can compare different approaches.
Hey there Max and thank you very much for sharing your thoughts. I personally think that Maxon is doing a really good job at integrating dynamics into C4D and making it mostly intuitive and easy to use. C4D never has been the power house that Houdini is in terms of versatility and flexibility. But they've always been the software that is very user friendly and easy to use. And I think this is where they are also going with this. I am a huge advocate of using the software that suits you best. If that is Houdini, then so be it. There are always advantages and disadvantages to every package. It's for the user to decide which one(s) suit(s) best.
I'm starting to feel a bit overwhelming using Octane, seing how quick Maxon is evolving with Redshift got me really wondering. Is Octane still worth it in the long run ? What do you guys think ?
Hey Alexandre, I would say it really depends what you are trying to achieve. It's not that Octane is outdated or something. You can use most of C4D's simulation features with it. And the implementation is rather quick as well. Usually it only takes 1-2 weeks after a C4D release until things are implemented (if they are not working right of the bat) I would argue the decision is much more a personal one then one. What do you do, what features do you need. Which renderer provides the best workflow for you to work seamless and fast. What renderer do the studios, clients, fellow artists use, you are working with? Also, people also seem to think in black and white. One render over another. I use both Redshift and Octane as well as Cycles in Blender. I love figuring out what the similarities as well as the differences are in those renderers and then use the one that works the best for the current project. Of course this is only my opinion. I will be very happy of others want to chime in here and also offer their opinions on the question 🙌
I set up a project in version 2024, I used mesh emitter to generate the particles, but I can't see them in the render via physics, even with the cloner. what could it be? Does it only render in redshift?
Hey there and thank you very much for your comment and your question. Could you elaborate on the part where you say that you can't see the particles in the render via physics. I am not getting that physics part. Are you driving your particles with a physics simulation after they are born? If you would be so kind to provide me with a bit more info around your setup I will try to help you to find a solution 🙌
@@SilverwingVFX Hello friend. I meant rendering with Physical render. After a few tries I managed to do it. In any case, I really appreciate your attention and thanks for the tips. Hugs from Brazil.
Thank you very much for your comment. Not sure if I understand your question right. The color assignment happens inside a Octane Material. So the material is assigned. You can assign different materials to different sets of particles through linking different groups into the Cloners. So it should all be possible. What you can't do is to get information as Age, Velocity etc. through the material (yet) Though there already was a ner version of the Octane C4D Plugin released that may be has access to that. But I would have to check.
@@SilverwingVFX Oh! i see. For some reason i thought we had to plug the instance color node into the albedo in order to get octane materials to work. My bad, i understand now. Thank you :)
The Gotcha Motion blur doesn't seem to work here. When I put it on After, all motion blur is basically gone for some reason. Before works partially, but newly spawned particles have no motion blur.
Hey there and thank you very much for your comment and your feedback! Is your report based off of the live viewer or the final rendering? I am asking because C4D handles motion blur different in scene then when rendering in the picture viewer. It should look correctly if you render in the PV 🤞
@@SilverwingVFX Thanks for the quick response (and thanks for the video in the first place). I noticed it in the LiveViewer. Because of this I made a render, but unfortunately it was the same case. I'm using a very basic setup, fast particles (300cm velocity), cloner and multiinstance and kept everything else at default trying to find the problem.
@@Druskqq One more thought I had. In order for the motion Blur to work correctly, the whole Simulation has to be cached. Otherwise the system does not know the before state of the particles and therefore there will be no blur. Also the instancing should be set to Multi Instances, otherwise also the motion blur is a bit finnicky. Hope some of it helps 😇
@@SilverwingVFX Caching the Particle group seemed to work! Particles do lose their blur at moment of death though, this is especially noticeable for my setup of fast moving particles (welding sparks). But I was able to hack this by letting them go to zero opacity at the last moment in their lifetime. Maybe I'll find a better fix later, but this will have to do for now. Thanks again
@@Druskqq Appreciate your feedback and hearing about your solution! Great you got it solved with a bit of a workaround from your own. I guess the motion blur "problem" does not vanish, it just moves from the birth of the particles to its death. Clever solution with the opacity. My trick was always scaling them down in the end ha ha. Cheers and a happy mid of the week to you!
Hey there and thank you for your question. You can adjust your particles size over the age. You can do this with the "Attribute Remapping". So remap your age or age percentage to the radius and use the spline to control the growth.
Hello, my friend! I've been struggling with particles for a long time, and I can't find settings where they interact with each other like clones, but the particles hit each other. I'm trying to pour a pile of sand, but I can't do anything, the particles fall on the plane and do not collide with each other, but penetrate into each other
To my knowledge, particle to particle collisions are not supported yet. I think there are some workarounds. But I am unfortunately also not a particle guy. The thing I heard is that you can sort of make the particles clones by adding a tag. And then then tell them to still follow the particle path (to 80% for example) I think filling a box full of sand might be a bit tricky with this technique as you would need quite a lot of particles. I would say the best method is to use X-Particles for that... or go straight to Houdini. Hope this at least gave somewhat of an answer. Cheers and a fantastic rest of the weekend to you! Cheers, Raphael
@@SilverwingVFX Thanks, buddy, I knew you'd answer. I combined the usual larger clones, and then poured some sand from the particles on top, the scene turned out to be very heavy, but it turned out. The sprout grows through the earth, the earth crumbles, everything looks very good!
That*s a very good question that I unfortunately do not know the answer to. I would have said Alembic as well. If you see anything in Blender and it's just not renderable through Octane, you might try cloning object instances on the particles using Geometry Nodes. This way Octane should work! It's a long shot, but many it will work! Good luck and all the best with your project🙌
This tutorial was made Day 1 when the particles dropped and there was no other support. I think the Octane Object Tag on the Particle Group (not the emitter because the particles in C4D live in the in the Group) is supported now ☺
@@igornilsen1649 No worries. I am here to help. Though the switching groups still will need different Octane Objects Tags on the different Groups. It's a disadvantage of how the C4D particles work.
hello,man!! I have a question, how does ocatne get the color of C4D particles and give different colors to the tail?This has troubled me for a long time, and I hope it can be answered. Thanks! !
Hey and thank you very much for your comment and your question. I am happy to help. Though I need to know more about your terminology: What do you mean by tail?
@@SilverwingVFX Thank you for answering my question. When I used C4D particles, I used mograph>Tracer to create a trail for the particles. But I couldn't give different colors to the tracer. I want to know how to give the color of the particles to the tracer in this case.
@@jimez6197 Thank you for elaborating. I think this is a thing that a lot of people searching the solution for. I am not too big of a particles guy but I think X-Particles has a solution and it works. The only thing that comes to mind that would solve this in C4D, is fields. You would need to somehow tell the trace spline segments that they should grab the color of the particle that is creating them, and then spread it over the whole spline. I am not really sure if something like this is possible. And I unfortunately do not have the time right now to test it out. P.s. if you already got it working inside of C4D and it's just Octane not picking it up, there is always the possibility to write the color values into a Vertex Color (also using fields) and then use the attribute node with the right name inside of octane to access this vertex color information. Hope this gave you a couple of options!
@@SilverwingVFX Thank you very much for your answer, I think I should know how to solve the problem. Your answers are very enlightening, thank you again
Hey there. There are multiple settings you can set this. With C4D particles you can set the distance e.g. in the collider. Since I am not doing a lot of simulations I do not have a 100% answer. You can go to the Scene Settings by hitting CTRL + D and then go to Simulation and change some settings as the Scene Scale and see if this helps Good luck with your endeavors 🙌✨
Good tutorial Raphael! I have a problem with rigid body and particles and rendering this in Octane. If I use the cloner to create other particles and add the tag rigid body, and specify particle group as an object in the cloner, when I run the animation, I see a divergence in the simulation, and no rigid body works on the render, only particles that overlap with each other. Maybe it's an Octane or Cinema 4D bug.
Hey there and thank you very much for your comment. I am not quite sure if I understand what's happening. Do you have already problems in the live viewer? Usually a lot of those problems are solved by caching your simulations for final rendering. Also I had problems like this when the scene frame rate was not matching up with the rendering frame rate. Maybe it's worth checking! If none of that works, maybe you may explain in a little more detail, so I can recreate it on my site and eventually repost the bug to the devs 🙌 Cheers and a great start into this week to you! Raphael
@@SilverwingVFX Thanks for the reply! I meant if rigid bodies are emitted as particles. There is a problem between simulations, I can send you an example file so you can see what the problem is. I understand that you can use rigid bodies and particles separately, but I wanted the rigid bodies to be used in a particle system. This is probably not possible, and such a feature will appear in the future.
@@vivatrip Yes I think you are right and what you are searching after is not possible at the moment. Probably you can sort of work around by having the particles emitted as rigid bodies and then use the "follow animation" feature (not really sure if it's actually called this way) to make the particles sort of follow the particle animation. Not sure also if there is particle to particle collision. If there is not I am 100% certain that this will come in one of the next releases. I have not dug too deep into the particles for now as I was busy with other stuff. Hopefully you will find a way to get your to behave in a way that you imagined!
Hi, I downloaed the latest version octane 2023.1.3(also 2023.1.2 R7) and c4d 2024.2.0. However, I can't see Octance in c4d. What shoud I do to use octane in c4d 2024.2.0 normally?
Hey there. Let's try to help. Generally you need to bundle the latest Octane together with your latest C4D version. So C4D 2024.2 will only work with older Octane versions. Not the newest ones unfortunately. You would need to update your C4D to 2024.4 to use the newest Octane version. The newest Octane version would also work with the latest 2023 Version of C4D. New Versions of Octane are always compiled against the most recent versions of C4D within their version number. So that would be 26.110, 2023.2.2 and 2024.4 for example. If you have an older version of C4D, you would have to search for an older version of Octane that came out at the same time. Unfortunately I can't tell you what octane version would work with your C4D 2024.2. It's best you upgrade it to the latest 2024.4.
Hmmm. If nothing else is introduced to the scene like movement or other forces, then I would not know why something like that would happen. The only thing that comes to mind right now. If you have a gravity, make sure the gravity is executed before the collision. In terms of hierarchy that I am saying is that the gravity should always be higher up in the hierarchy then the collision. But the chances are rather slim that that's actually it. I hope you find a solution! Cheers, Raphael
You are a lifesaver! Great solution. Seems Maxon did a bit of a rush-job to get the update out before NAB. The new particles don't seem to work with volume builder either.
Thank you very much for your comment. I guess this is the Maxon way ha ha. They have a track record of stuff that is a bit whacky in their first iteration and then they improve it over time. Take the new Object Browser for example. But to be honest, I was surprised how mature the particle system already was. Also it´s really nice and easy to understand concept. X-Particles always confused me. To be honest the most easy way I would imagine a particle system would work is via nodes. I would be down for that. But I guess having it work like Maxons new particles is the next best thing.
There is even an example in the asset browser that uses particles in the volume builder. Are you sure you have set it up correctly? The output of the particle is the particle group (or multi group), not the emitter. So that's what you should put in the volume builder.
@@Havealot Thank you for chiming in and adding that. Yeah I think that's what probably a lot of people will get wrong in the beginning. Trying to interact with the Emitter instead of the group! Caught me off guard at first as well!
@@SilverwingVFX Yes, this is causing a bit of confusion. But I do think it is the better choice and being able to freely move particles from one group to the other or combining them with a multi group justifies breaking this intuition. Plus it s consistent with Pyro, which has a similar problem (any number of emitters can contribute to a sim) and also solves this by having an output object that is not the emitting object.
Hey there. I think this might be lost in translation. Do you want to send me a scene or do you want me to send you the sparks scene? If you want to enquire the sparks scene, you can go to my patreon and subscribe to it and download it there. Together with a whole bunch of other really cool octane scenes accumulated over time. www.patreon.com/SilverwingVFX
I think particle to particle forces are missing right now to be able to do this. Maybe something smart will find a workaround. But also with the track record of Maxon lately with all their simulation tools I think it´s only a question of time until they will tackle particles based fluids like e.g. Realflow.
Thank you very much for your comment! Yes, unfortunately with many particles it will become laggy. With the newest Octane version, 2023.1.3_R2 you can use the Object Tag to get the particles. Right now the Tag-Method also does not support any motion blur. Also those particles will always be Objects since Octane is lacking particle primitives. I whish they will implement those at some point. 非常感谢您的评论! 是的,不幸的是,有很多粒子,它会变得迟缓。 使用最新的 Octane 版本 2023.1.3_R2,您可以使用对象标签来获取粒子。 目前,标签方法也不支持任何运动模糊。 而且这些粒子将始终是对象,因为 Octane 缺乏粒子基元。 我希望他们能在某个时候实施这些措施。
Why did you have to add the 2nd collider?.. what was maxon thinking.. this makes no sense to need to do? what were they thinking …. is there a logic of use cases i’m missing? or just a bad UI/UX choice on their part? Very NOT intuitive… !
to be honest Maxon is getting more and more insolent (and since subscription also more unstable), such updates don't help either. I have now switched away from Cinema 4D after 9 years and have no regrets :) I have no desire to "ride dead horses", as people say. I would therefore like you to do more on blender!
Thank you very much for your comment. I feel you. Though I have to say the last release is a potent one. But back to topic. I would love to provide more blender tuts. Any suggestions what you'd like to see there? Cycles shading? Blender Octane?
@@SilverwingVFX may be but I think we should just be more taking a stand. The users shape the software, it seems Maxon has forgotten this. Cycles actually! Only if we move to free tools, companies are forced to overthink all this subscription dictate and airy-fairy company behavior.
Thanks for the tut. I can confirm that in version 2023.1.3 (R4) of Octane if you add the Octane ObjectTag to the Particle Group and set it to geo etc... it works just like X-Particles.
Thank you very much.
Yeah Otoy added that to octane in the mean time. C4D Particles were really new when I made the tut. Back then there was no support of the Octane Tag!
I am going to Pin your comment as this might be useful for others 🙌🙌
@@SilverwingVFX Okay, thanks, that was the intention, I thought it might be useful for someone like me who didn't know there had been this update. Thanks for the great tuts.
"Let's grab a coffee and let's get going" is such a nice morning vibe to watch this
Ha, appreciate you like this and it gives you good vibes 🙌 😊
I was just about to say that^
@@jimmyleach5308 ☀😊✨
Thank you... Time Saver... Your videos are always a reiliable source while working as a freelancer, its like asking a colleague!!!
Thank you very much for your great comment.
This is exactly what I wanted to do with my channel 😊 So basically a perfect response 🙌
handsome, talented, solving Gotchas, perfecting sparks. what more the 3d community can ask for? love you
Ha ha. Amazing comment. Those are the ones that keep me excited in doing what I do 🙏✨🙌
I was looking for a similar tutorial because I had a problem with the particles and weeks later I found this video that could help me a lot, this tutorial is a different way of how I did things and I think it is much better, you have one more follower on your channel
Thank you very much for your comment and your nice words. I appreciate that it helped you and you decided to follow me. I very much appreciate it 🙌🙏🙌
volume slicing looks like fun✨
Thank you very much for your input Yassin!
Ant thank you so much for your sparkles 🙌✨🙌
thank you Raph! last little push i needed to dive into the new particle system! always apprecaite your knowledge and your approach :)
Thank you very much Rufus!
Appreciate your nice comment. It´s always so nice to hear people like my approach🙌🙌
I really like what Maxon did there. This is a really good system and it´s rather fast in two ways. One, to learn... and second to simulate 😊
Awesome tut, Raphael.
Love to see particals do its magic!!!
Thank you so much Fernando!
Appreciate that you like it 🙌
So cool! Nice Logo transition by the way, Raph!
Thank you very much Robstar. Great to hear you like it.
Also thank you for noticing the logo transition 🙌
Awesome tutorial Raphael!! Very interesting. When using a closer with Octane, I always tend to use the Octane Scatter since its not that demanding on the CPU, but I will for use the Multi-Instance now inside the cloner since it doesn’t seem that demanding.
Thanks for doing these tutorial. They are useful! ✨
I was thinking about going over the Particle to Matrix Object to Octane Scatter workflow. As far as I know this does not support motion blur. Correct me if I am wrong though!
To be honest, I still got it to hang when I tried e.g. 100.000 Particles per second. I don't think Octane has particle primitives as Redshift has. Hopefully Otoy can make this happen so we can deal with a lot more particles with all the channels and additional motion blur. This would be glorious!
heads up.. for the moment i think octane has a motion blur issue with x-particles. They are aware of it
thank you! Whenever I have Octane questions I know I can look up your channel for quality breakdowns 🎇✨
Hey there and thank you very much for your comment.
Not sure if I understand your question. Are you talking about my Behance?
It's behance.net/silverwing-vfx
@@SilverwingVFX sorry I phrased my comment weirdly, but it was just a compliment on your thorough and detailed explanations :)! great behance btw!
@@papi_papillon Ahhh, then thank you for your compliment then. Ha ha. I thought you were asking something 😇😊
0:36 "Follw" .. already a big follower
Uh thanks so much for reporting that typo. That must have been in there for a long time, since I never changed that 😇😁
Oh boy!
Love as always. Super useful. Thank you ✨
Thank you very much. Fantastic to hear that you like the video 🙌
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.
Hey there and sorry for my really late reply. I hope you have found a solution in the mean time.
I have to be honest and say that I do no use particles on a daily basis and would have to research for a solution my self. I hope you have found some other channels that go into the particle topic more!
Cheers, good luck and a great start into this week to you!
Awesome! Thank you! you teaching me on new emitter render for octane
And thank you for your nice comment. You are very welcome!
At 8:41 what is the script use ( or shortcut ) in order to add a Null object as separators ?
Hey hey and thanks for your question.
I just had made it and then cut it and copied it back in to the scene.
The object itself is just a null with the name of 30 times the - symbol.
So unfortunately no scripts just a bit of trickery involved 😇
@@SilverwingVFX thank you so much for the answer! I really like how tidy it feels
Do you think c4d's new particle system can be used in fluid simulation ? such as water fall ,ocean wave
Hey hey, thank you very much for your comment and your question. I think this is a very young particle system and not that feature rich yet. There are some things missing in order to make good looking water. Beginning with particle to particle collisions. But if Maxon keeps going in that trajectory then at some point will be a fluid sim capability in there.
@@SilverwingVFX thank you for kind answering
Thanks! I don't love dirty hacks like that....but now at least I can see my particles!
However, I'm using the Data Mapper with Age property to affect Radius, and that causes them to pop up and down uncontrollably, it's weird. For now i'm sticking with X-Particles!
Thank you very much for your message and your report.
I would need to try on my end, but sounds like maybe a limitation.
And you are right that X-Particles is better established.
P.s. this "Dirty Trick" is Maxons official way to support their particles in other renderers then Redshift. Even their own Standard and Physical renderer 😇😇
@@SilverwingVFX seems to be the same even with standard renderer, so not an issue with your technique! Just a bug.
Cool tutorial, as always. As for the particles themselves, as a new feature of C4D, I have controversial feelings about how they are implemented by Maxon and how they work, especially since I have been studying Houdini for the past months and can compare different approaches.
Hey there Max and thank you very much for sharing your thoughts.
I personally think that Maxon is doing a really good job at integrating dynamics into C4D and making it mostly intuitive and easy to use.
C4D never has been the power house that Houdini is in terms of versatility and flexibility.
But they've always been the software that is very user friendly and easy to use. And I think this is where they are also going with this.
I am a huge advocate of using the software that suits you best. If that is Houdini, then so be it.
There are always advantages and disadvantages to every package. It's for the user to decide which one(s) suit(s) best.
I'm starting to feel a bit overwhelming using Octane, seing how quick Maxon is evolving with Redshift got me really wondering. Is Octane still worth it in the long run ? What do you guys think ?
Hey Alexandre,
I would say it really depends what you are trying to achieve.
It's not that Octane is outdated or something. You can use most of C4D's simulation features with it. And the implementation is rather quick as well. Usually it only takes 1-2 weeks after a C4D release until things are implemented (if they are not working right of the bat)
I would argue the decision is much more a personal one then one.
What do you do, what features do you need. Which renderer provides the best workflow for you to work seamless and fast.
What renderer do the studios, clients, fellow artists use, you are working with?
Also, people also seem to think in black and white. One render over another. I use both Redshift and Octane as well as Cycles in Blender. I love figuring out what the similarities as well as the differences are in those renderers and then use the one that works the best for the current project.
Of course this is only my opinion. I will be very happy of others want to chime in here and also offer their opinions on the question 🙌
Thanks again, very clear tutorial 👍
As always, super nice seeing you here and thank you for your kind words. Much appreciated 🙌
I set up a project in version 2024, I used mesh emitter to generate the particles, but I can't see them in the render via physics, even with the cloner. what could it be? Does it only render in redshift?
Hey there and thank you very much for your comment and your question.
Could you elaborate on the part where you say that you can't see the particles in the render via physics. I am not getting that physics part.
Are you driving your particles with a physics simulation after they are born?
If you would be so kind to provide me with a bit more info around your setup I will try to help you to find a solution 🙌
@@SilverwingVFX Hello friend. I meant rendering with Physical render. After a few tries I managed to do it. In any case, I really appreciate your attention and thanks for the tips. Hugs from Brazil.
So if i understand correctly for now we can't assign custom octane materials to our particles, just color ?
Thank you very much for your comment.
Not sure if I understand your question right.
The color assignment happens inside a Octane Material. So the material is assigned.
You can assign different materials to different sets of particles through linking different groups into the Cloners.
So it should all be possible.
What you can't do is to get information as Age, Velocity etc. through the material (yet)
Though there already was a ner version of the Octane C4D Plugin released that may be has access to that. But I would have to check.
@@SilverwingVFX Oh! i see.
For some reason i thought we had to plug the instance color node into the albedo in order to get octane materials to work.
My bad, i understand now. Thank you :)
Where is the final render??
I somehow did not make one 😇 😬
You are the first to mention it 🥇
I follow you just because of C4D tuts
Thank you for your input.
So good time for you then ha ha ha 🙌
The Gotcha Motion blur doesn't seem to work here. When I put it on After, all motion blur is basically gone for some reason. Before works partially, but newly spawned particles have no motion blur.
Hey there and thank you very much for your comment and your feedback!
Is your report based off of the live viewer or the final rendering? I am asking because C4D handles motion blur different in scene then when rendering in the picture viewer. It should look correctly if you render in the PV 🤞
@@SilverwingVFX Thanks for the quick response (and thanks for the video in the first place). I noticed it in the LiveViewer. Because of this I made a render, but unfortunately it was the same case. I'm using a very basic setup, fast particles (300cm velocity), cloner and multiinstance and kept everything else at default trying to find the problem.
@@Druskqq One more thought I had. In order for the motion Blur to work correctly, the whole Simulation has to be cached.
Otherwise the system does not know the before state of the particles and therefore there will be no blur.
Also the instancing should be set to Multi Instances, otherwise also the motion blur is a bit finnicky.
Hope some of it helps 😇
@@SilverwingVFX Caching the Particle group seemed to work! Particles do lose their blur at moment of death though, this is especially noticeable for my setup of fast moving particles (welding sparks). But I was able to hack this by letting them go to zero opacity at the last moment in their lifetime. Maybe I'll find a better fix later, but this will have to do for now. Thanks again
@@Druskqq Appreciate your feedback and hearing about your solution!
Great you got it solved with a bit of a workaround from your own.
I guess the motion blur "problem" does not vanish, it just moves from the birth of the particles to its death. Clever solution with the opacity. My trick was always scaling them down in the end ha ha.
Cheers and a happy mid of the week to you!
How do i control the opacity or size of the particles? So that you dont see the "spawning" of the particles?
Hey there and thank you for your question.
You can adjust your particles size over the age. You can do this with the "Attribute Remapping".
So remap your age or age percentage to the radius and use the spline to control the growth.
Hello, my friend! I've been struggling with particles for a long time, and I can't find settings where they interact with each other like clones, but the particles hit each other. I'm trying to pour a pile of sand, but I can't do anything, the particles fall on the plane and do not collide with each other, but penetrate into each other
To my knowledge, particle to particle collisions are not supported yet. I think there are some workarounds. But I am unfortunately also not a particle guy.
The thing I heard is that you can sort of make the particles clones by adding a tag. And then then tell them to still follow the particle path (to 80% for example)
I think filling a box full of sand might be a bit tricky with this technique as you would need quite a lot of particles. I would say the best method is to use X-Particles for that... or go straight to Houdini.
Hope this at least gave somewhat of an answer.
Cheers and a fantastic rest of the weekend to you!
Cheers,
Raphael
@@SilverwingVFX Thanks, buddy, I knew you'd answer. I combined the usual larger clones, and then poured some sand from the particles on top, the scene turned out to be very heavy, but it turned out. The sprout grows through the earth, the earth crumbles, everything looks very good!
How can I export new particles from C4D to Blender for Octane rendering? I tried exporting in ABC format but it doesn't render. Thanks!
That*s a very good question that I unfortunately do not know the answer to.
I would have said Alembic as well. If you see anything in Blender and it's just not renderable through Octane, you might try cloning object instances on the particles using Geometry Nodes. This way Octane should work!
It's a long shot, but many it will work!
Good luck and all the best with your project🙌
this setup is crazy! Why octane tag with particle render + geometry doesnt do the job just as it does with x-particles
This tutorial was made Day 1 when the particles dropped and there was no other support. I think the Octane Object Tag on the Particle Group (not the emitter because the particles in C4D live in the in the Group) is supported now ☺
@@SilverwingVFX oh I see! Sorry. Keep up great work! :)
@@igornilsen1649 No worries. I am here to help.
Though the switching groups still will need different Octane Objects Tags on the different Groups. It's a disadvantage of how the C4D particles work.
Great stuff! Thank You. 🎇✨❇💖😁
Thank you very much Ohhhh so many sparkly sparkles ✨🎇✨
hello,man!!
I have a question, how does ocatne get the color of C4D particles and give different colors to the tail?This has troubled me for a long time, and I hope it can be answered. Thanks! !
Hey and thank you very much for your comment and your question.
I am happy to help. Though I need to know more about your terminology: What do you mean by tail?
@@SilverwingVFX Thank you for answering my question. When I used C4D particles, I used mograph>Tracer to create a trail for the particles. But I couldn't give different colors to the tracer. I want to know how to give the color of the particles to the tracer in this case.
@@jimez6197 Thank you for elaborating.
I think this is a thing that a lot of people searching the solution for.
I am not too big of a particles guy but I think X-Particles has a solution and it works.
The only thing that comes to mind that would solve this in C4D, is fields.
You would need to somehow tell the trace spline segments that they should grab the color of the particle that is creating them, and then spread it over the whole spline.
I am not really sure if something like this is possible. And I unfortunately do not have the time right now to test it out.
P.s. if you already got it working inside of C4D and it's just Octane not picking it up, there is always the possibility to write the color values into a Vertex Color (also using fields) and then use the attribute node with the right name inside of octane to access this vertex color information.
Hope this gave you a couple of options!
@@SilverwingVFX Thank you very much for your answer, I think I should know how to solve the problem. Your answers are very enlightening, thank you again
Hi, tell me, why do particles always have a separation from the collider (hanging in the air) I can't find this setting
Hey there.
There are multiple settings you can set this. With C4D particles you can set the distance e.g. in the collider.
Since I am not doing a lot of simulations I do not have a 100% answer.
You can go to the Scene Settings by hitting CTRL + D and then go to Simulation and change some settings as the Scene Scale and see if this helps
Good luck with your endeavors 🙌✨
Good tutorial Raphael! I have a problem with rigid body and particles and rendering this in Octane. If I use the cloner to create other particles and add the tag rigid body, and specify particle group as an object in the cloner, when I run the animation, I see a divergence in the simulation, and no rigid body works on the render, only particles that overlap with each other. Maybe it's an Octane or Cinema 4D bug.
Hey there and thank you very much for your comment. I am not quite sure if I understand what's happening.
Do you have already problems in the live viewer?
Usually a lot of those problems are solved by caching your simulations for final rendering.
Also I had problems like this when the scene frame rate was not matching up with the rendering frame rate. Maybe it's worth checking!
If none of that works, maybe you may explain in a little more detail, so I can recreate it on my site and eventually repost the bug to the devs 🙌
Cheers and a great start into this week to you!
Raphael
@@SilverwingVFX Thanks for the reply! I meant if rigid bodies are emitted as particles. There is a problem between simulations, I can send you an example file so you can see what the problem is. I understand that you can use rigid bodies and particles separately, but I wanted the rigid bodies to be used in a particle system. This is probably not possible, and such a feature will appear in the future.
@@vivatrip Yes I think you are right and what you are searching after is not possible at the moment. Probably you can sort of work around by having the particles emitted as rigid bodies and then use the "follow animation" feature (not really sure if it's actually called this way) to make the particles sort of follow the particle animation.
Not sure also if there is particle to particle collision. If there is not I am 100% certain that this will come in one of the next releases.
I have not dug too deep into the particles for now as I was busy with other stuff. Hopefully you will find a way to get your to behave in a way that you imagined!
Hi, I downloaed the latest version octane 2023.1.3(also 2023.1.2 R7) and c4d 2024.2.0. However, I can't see Octance in c4d. What shoud I do to use octane in c4d 2024.2.0 normally?
Hey there. Let's try to help.
Generally you need to bundle the latest Octane together with your latest C4D version.
So C4D 2024.2 will only work with older Octane versions. Not the newest ones unfortunately.
You would need to update your C4D to 2024.4 to use the newest Octane version.
The newest Octane version would also work with the latest 2023 Version of C4D.
New Versions of Octane are always compiled against the most recent versions of C4D within their version number.
So that would be 26.110, 2023.2.2 and 2024.4 for example.
If you have an older version of C4D, you would have to search for an older version of Octane that came out at the same time.
Unfortunately I can't tell you what octane version would work with your C4D 2024.2. It's best you upgrade it to the latest 2024.4.
@@SilverwingVFX Yes, you're right! Only Octane 2023.1.2 R6 support c4d 2024.2.2, rather than the latest version!!!
Hi bro! After a while, my particles begin to fly through the collider?
Hmmm. If nothing else is introduced to the scene like movement or other forces, then I would not know why something like that would happen.
The only thing that comes to mind right now. If you have a gravity, make sure the gravity is executed before the collision. In terms of hierarchy that I am saying is that the gravity should always be higher up in the hierarchy then the collision.
But the chances are rather slim that that's actually it.
I hope you find a solution!
Cheers,
Raphael
@@SilverwingVFX Oh yes, thank you! It all worked)
@@TheSchpuntov Oh, super nice. Glad to hear that 🙌
You are a lifesaver! Great solution. Seems Maxon did a bit of a rush-job to get the update out before NAB. The new particles don't seem to work with volume builder either.
Thank you very much for your comment.
I guess this is the Maxon way ha ha. They have a track record of stuff that is a bit whacky in their first iteration and then they improve it over time. Take the new Object Browser for example. But to be honest, I was surprised how mature the particle system already was. Also it´s really nice and easy to understand concept. X-Particles always confused me.
To be honest the most easy way I would imagine a particle system would work is via nodes. I would be down for that. But I guess having it work like Maxons new particles is the next best thing.
There is even an example in the asset browser that uses particles in the volume builder. Are you sure you have set it up correctly? The output of the particle is the particle group (or multi group), not the emitter. So that's what you should put in the volume builder.
@@Havealot Thank you for chiming in and adding that.
Yeah I think that's what probably a lot of people will get wrong in the beginning. Trying to interact with the Emitter instead of the group!
Caught me off guard at first as well!
@@Havealot hey! thanks! that works indeed.
@@SilverwingVFX Yes, this is causing a bit of confusion. But I do think it is the better choice and being able to freely move particles from one group to the other or combining them with a multi group justifies breaking this intuition. Plus it s consistent with Pyro, which has a similar problem (any number of emitters can contribute to a sim) and also solves this by having an output object that is not the emitting object.
it helps ALOT!! thankyou!🤩🤩
Thank you very much. That's super cool to hear!
Can I send the Spark Project? Thank you
Hey there. I think this might be lost in translation.
Do you want to send me a scene or do you want me to send you the sparks scene?
If you want to enquire the sparks scene, you can go to my patreon and subscribe to it and download it there. Together with a whole bunch of other really cool octane scenes accumulated over time.
www.patreon.com/SilverwingVFX
Thank you, 🩶🪽🍀
You are very welcome.
Oh, I did not know there was a silver wing emoji. Very cool 🙏🙌✨
@@SilverwingVFX Thx🍀
DO you think its possible to create/simulate fluids with this new system? I'm not sure how to mesh it.
I think particle to particle forces are missing right now to be able to do this. Maybe something smart will find a workaround.
But also with the track record of Maxon lately with all their simulation tools I think it´s only a question of time until they will tackle particles based fluids like e.g. Realflow.
@@SilverwingVFX
I hope you're right! Thanks for the video
SPARKLEEES!!! )))
Yaaay thank you very much 🙏🙌✨🙌🙏
awesome!
Thank you very much 🙌🙏
如果粒子特别多,克隆不会特别卡顿吗?有别的渲染方式吗?
Thank you very much for your comment!
Yes, unfortunately with many particles it will become laggy. With the newest Octane version, 2023.1.3_R2 you can use the Object Tag to get the particles. Right now the Tag-Method also does not support any motion blur.
Also those particles will always be Objects since Octane is lacking particle primitives. I whish they will implement those at some point.
非常感谢您的评论!
是的,不幸的是,有很多粒子,它会变得迟缓。 使用最新的 Octane 版本 2023.1.3_R2,您可以使用对象标签来获取粒子。 目前,标签方法也不支持任何运动模糊。
而且这些粒子将始终是对象,因为 Octane 缺乏粒子基元。 我希望他们能在某个时候实施这些措施。
98号技师真是爱学啊
Ich wusste gar nicht, dass du aus Deutschland kommst :). Oder irre ich mich? Die Aussprache der deutschen Namen war perfekt.
Ha ha, ja ich komme aus Deutschland 😊
Deswegen auch die gute Aussprache auf Deutsch 😇
@@SilverwingVFX :)
🎇✨💖 All the particles of the World are in Love and looking for Lovers. - Rumi
Oh wow, I was not expecting to see a Rumi quote here. But very fitting ha ha ha 🙌
Thank you so much 🙌✨🎇🌟🙌
🎇✨
Thaaank youuuu 🙌✨🎇✨🙌
🎆🎆🎆
Yaaay, thank youuu ! 🙌✨🎆✨🙌
‼‼‼‼‼
Thank you 🙏🙏🙏🙏🙏
🎇
Thank you rayko ✨🎇✨
Why did you have to add the 2nd collider?.. what was maxon thinking.. this makes no sense to need to do? what were they thinking …. is there a logic of use cases i’m missing? or just a bad UI/UX choice on their part? Very NOT intuitive… !
🎇🎇🎇
✨🎇✨
Still kinda looks pretty cumbersome.. x-particles can breathe easy for a while yeet
to be honest Maxon is getting more and more insolent (and since subscription also more unstable), such updates don't help either. I have now switched away from Cinema 4D after 9 years and have no regrets :) I have no desire to "ride dead horses", as people say. I would therefore like you to do more on blender!
Thank you very much for your comment. I feel you. Though I have to say the last release is a potent one.
But back to topic. I would love to provide more blender tuts. Any suggestions what you'd like to see there?
Cycles shading? Blender Octane?
@@SilverwingVFX may be but I think we should just be more taking a stand. The users shape the software, it seems Maxon has forgotten this.
Cycles actually! Only if we move to free tools, companies are forced to overthink all this subscription dictate and airy-fairy company behavior.