This started out relatively simple but got complicated pretty fast! At 18mins I was scratching my head and thinking "...what?" 😅 Thanks for the super cool tutorial. Opened my eyes to possibilities
God almighty, thank you for this tutorial, I would love to see more content like this as there is very little of this quality on UA-cam, especially on Cinema 4D and Particles. I'm shocked at how you were able to put together such an assembly from memory with almost no problems. I'm very glad your video is online. Keep it up Brother, I'm glad you're here. Good luck ! (Translator)
Cool setup, man!! One thing, on 13:05 you use XPresso to transfer pos/rot from the source object to the child, but there's a Constraint tag that does just the same thing. You put it on a child object, hit Transform and then select the source object. It will transfer PSR from one object to another. Just fyi, not to mock or something :)
@@FLXD I usually go with Xpresso for this type of constraint right from the start, especially since I might need more control over PSR later on. I prefer keeping everything in a single tag rather than managing a separate constraint tag. Having both simultaneously can quickly turn into a priority headache, so it's more of a workflow habit for me.
This is a fantastic dive into the new particle workflow and the results are phenomenal. This has really improved my understanding of the parent/child relationships and the use of groups so thanks very much :)
Fantastic tutorial! Your explanation was super clear, and I learned so much from it. I’m having a bit of trouble with making the drops fall slower, though. I tried adjusting gravity, surface attraction, and friction, but they either move too fast, choppy, or act unpredictably. Any tips to help slow them down smoothly would be amazing! Thanks for all the great content!
Thanks so much for your feedback! I know adjusting those parameters can be a bit tricky since they all work together, but if you’ve got a setup that feels good and just want to slow things down a bit, I’d suggest caching the particles first. After that, head to the cache tab where you’ll find a speed slider-just make sure to tweak the speed for all the particle groups involved ! I hope this helps !
@@gillesdillenseger6472 Works like a charm! Thank you so much for your help - it worked perfectly! Your tutorials and tips are a lifesaver. Looking forward to learning more from you! 🙌
Thank you so much for the amazing in depth tutorial. I purchased the file and when I go to render the scene with my object (a can) only three buckets render and the rest are black. It also happens in the original file and variations I tried with different render settings. Do you have any idea why this may be the case?
Thanks! To bake the simulation, simply select the different groups, go to the cache tab in the properties panel, and press "Cache Scene." Choose a path for your cache, and you're all set. I go over that in detail here ua-cam.com/video/USY6GFOXf0M/v-deo.htmlsi=ebF5OETt12SVyKoA&t=2108 . You don't need to create a selection object as in the video-it's just to make things easier.
This is so fucking dense 😭I learn a lot with this tutorial. Hope to understand my way around the new simulation system in a few months. In the meantime, this is pure gold 😍
@@gillesdillenseger6472 I have some problem trying to use the "select facing" method with anything other than a sphere. I'm trying with the can in the cinema4d asset manager and it cut the can is some weird way
WoW! Insightful tutorial. I have one question at end when I am switching object why droplets are not detaching, I see trail is still travelling. it's working fine with sphere tho 👀
Thanks for your feedback! Just to confirm, did you make sure that no polygons are selected in your new object? If any are selected, what's happening in the detach null won't work properly
Hey! I was following your tutorial and found that switching the Mode to Land in the settings of the Surface Attract Modifiers forces the particles to follow the surface of the object without cranking up any values
Did it work for you? I'm not sure if that's the right approach. Based on my experience, Land mode seems to override other settings, like Gravity, for example. I'm interested to know how it went for you
Absolutely! When I use a Redshift tag, I believe you can achieve the same thing with an Octane tag (although I haven't used Octane myself). Alternatively, you could use a cloner to replicate the drops on the particles.
Thank you for this great tutorial. I noticed that after caching the scene, the particles started to get slightly detached from the main object, as if no longer getting attracted to the surface. Any idea what might be causing this? Thank you in advance 🙏
hey , thanks for your purchase ! here's a link to the layout , tell me if it works ! drive.google.com/file/d/1-TZT-hzdX0EmT5MIBSWXOAyfNX7nE1Ed/view?usp=drive_link
First I want to thank you for this incredible tutorial, I have been studying Cinema 4D since the beginning and I love expanding my knowledge, I have a small problem, I can't find the "Mesh Emitter" I have installed the particle environment that you left in the description but I can't find it, I have version 2024.1. 0 is it normal that it doesn't appear? Does the "Emitter" work the same as the "Mesh Emitter"? Thank you very much, greetings from Argentina! 💜
If you're using the native C4D renderer, I recommend using a cloner to replicate the geometry directly onto the particle groups instead of using the Redshift tag.
Trop fort Gilles, merci ! Juste, comment tu fais pour remettre les valeures a zero avec un click dans les attributs ? J'imagine que c'est une touche + click gauche ?
Thanks for the awesome tutorial! Whenever I render the droplets on a white object, I get a strong white halo around the droplets. Can anyone tell me how to fix this in RedShift? I can't seem to figure it out?
Hi, thanks for your review! I'm not exactly sure how to solve your issue, but here are a few suggestions that might help. It could be related to the shape of your drop. Also, have you tried adjusting the depth of the drop as shown here: ua-cam.com/video/USY6GFOXf0M/v-deo.htmlsi=bMzm_i0oQjNpDPVS&t=1386 Additionally, if your object is perfectly white, try making it slightly off-white. I hope this helps!
Hi ! First, thank you for your purchase! I haven't been using Arnold for very long, but if I remember correctly, you need to add an Arnold tag to the particle group you want to render. Just replace the Redshift tags in my file (groups called "big" and "small"). You should then be able to assign the geometry through the tag, which you'll find in the null called "drop." Alternatively, you could use a cloner to clone the particle geometry onto the corresponding group. I hope this helps!
That's great news ! Yeah, it does behave oddly at times. This particle system still feels a bit experimental. Hopefully, 2025 will bring some improvements!
Hi, are you referring to this section of the video ? ua-cam.com/video/USY6GFOXf0M/v-deo.htmlsi=X259g2oPeWEbxA94&t=1417 Did you try rendering it to see how it looks? The viewport isn't very accurate, and there's a lot of Z-fighting when the faces of the object are facing the camera
Got it. I attempted to scale the setup down to a real-life sized can (from the content browser ). Scaling these particle setups can be quite tricky. I reduced the size of everything: particle radius, shader field radius, predator-prey, flock, etc. I noticed the jiggling you mentioned and was able to control it by adding some damping to the surface attracts. Higher values for the friction Can help aswell.
love this tutorial, great job. At some point the particles started floating away and I just added another surface attractor LOL. But yeah you go at a decent speed, you skip a few settings at the start so it was confusing. But it requires you to pay attention. Definitely not for a beginner but thats exactly what I want. The new particle system is really robust and I'm kind of blown away and intimidated by it. But I guess this means less Houdini.
It should be pretty easy. I'm just using basic materials for the object and floor. The drops use a water preset, and the scene is lit with an HDRI. I don't use Octane, though, so I can't really give you more advice on that sorry
Sure, my approach would be to introduce an intermediate group. In the "big" group, the reproduce called "activator" could transfer particles to a group called "pre-activator" (or any other name), in which i'd add a field condition (using a spherical field for exemple). Then, using a switch group operator, the particles would be moved to the activator group once the condition is met (e.g., when the particles are within the spherical field). I hope this makes sense :)
@ no it doesn’t but that’s fine, i bought the files and it is perfect for what i needed it. I was about to spend a few hours making this in Houdini and honestly you saved me so much time 😊
@@gillesdillenseger6472 That is really kind of you, we have already delivered the animation to the client and he is very happy with how it looks. Thanks again for saving us tons of time!!!
Hey, what’s the scale of the bottle compared to the original sphere? If it’s significantly larger, that would mean a lot of particles are being spawned. Also, what’s your setup?
@@gillesdillenseger6472 I think it maybe is my setups problem :D I work on a 2022 Razer laptop. It handels normal c4D and GPU work nice. But I think the CPU performance is limited here :D --> Scale of the bottle is the same as the sphere :-)
@@jj89677 That’s strange-if the object is the same size, it shouldn’t be harder to manage. Plus, since the particle system is GPU-accelerated, it should perform efficiently. Have you tried using a different object to see if the issue persists? (I'm on a 2022 laptop aswell)
@@gillesdillenseger6472 thanks for your answer :-). The sphere works great. The bottle retepol. works but very slow. The simulation in the viewport takes like 98% of my CPU performance. I installed c4d 2025 maybe I missed a checkbox in preferences:D!?
Just to give you an idea: when I switch to the Can with the same radius as the sphere but double the height, the particle count doubles. While working on it and making adjustments, I had to disable certain particle groups-usually, I kept the smaller droplets turned off. I also only enable the mesher for rendering, as it slows down my playback frame rate significantly. The setup is still fairly heavy, so a slower frame rate is expected on a laptop. I hope this helps !
This started out relatively simple but got complicated pretty fast! At 18mins I was scratching my head and thinking "...what?" 😅 Thanks for the super cool tutorial. Opened my eyes to possibilities
Thanks for your feedback !
God almighty, thank you for this tutorial, I would love to see more content like this as there is very little of this quality on UA-cam, especially on Cinema 4D and Particles. I'm shocked at how you were able to put together such an assembly from memory with almost no problems. I'm very glad your video is online. Keep it up Brother, I'm glad you're here. Good luck !
(Translator)
Wow thanks for your feedback, and thanks for watching 😀
Cool setup, man!!
One thing, on 13:05 you use XPresso to transfer pos/rot from the source object to the child, but there's a Constraint tag that does just the same thing. You put it on a child object, hit Transform and then select the source object. It will transfer PSR from one object to another. Just fyi, not to mock or something :)
Yes I know , I guess really like putting xpresso tags everywhere 😀
@@gillesdillenseger6472 I also have a tendency to overcomplicate things, more or less :) Nevertheless, great particle setup!
@@FLXD I usually go with Xpresso for this type of constraint right from the start, especially since I might need more control over PSR later on. I prefer keeping everything in a single tag rather than managing a separate constraint tag. Having both simultaneously can quickly turn into a priority headache, so it's more of a workflow habit for me.
This is a fantastic dive into the new particle workflow and the results are phenomenal. This has really improved my understanding of the parent/child relationships and the use of groups so thanks very much :)
Thanks for watching !
Amazing tutorial. I was playing trying to recreate this effect but failed. Was glad to see how it should be set up to work
Thank you for your wonderful and informative tutorial. You have taught me a lot. You are truly a master of particle effect!
Wow thanks ! Glad it was helpful
This was such a great look into the new system. I've been waiting for ages for something like this!
Pure gold !
Amazing tutorial, thanks!
Thanks for watching 😀
this is amazing
Thank you 😀
Crazy good, thanks for this!
Thanks for watching !
Wonderful tutorial!! Thank you!
thanks for watching !
Sweet. Great tutorial.
My only "gripe" is that is not in the proper scale from the beginning.
Thanks! Yes, making this at scale would have been better, but I didn't want to deal with tiny values everywhere
Amazing! Great tutorial
This man is fantastic!
Wow thanks !
Fantastic tutorial! Your explanation was super clear, and I learned so much from it. I’m having a bit of trouble with making the drops fall slower, though. I tried adjusting gravity, surface attraction, and friction, but they either move too fast, choppy, or act unpredictably. Any tips to help slow them down smoothly would be amazing! Thanks for all the great content!
Thanks so much for your feedback! I know adjusting those parameters can be a bit tricky since they all work together, but if you’ve got a setup that feels good and just want to slow things down a bit, I’d suggest caching the particles first. After that, head to the cache tab where you’ll find a speed slider-just make sure to tweak the speed for all the particle groups involved !
I hope this helps !
@@gillesdillenseger6472 Works like a charm! Thank you so much for your help - it worked perfectly! Your tutorials and tips are a lifesaver. Looking forward to learning more from you! 🙌
@@Nauaua thanks, You're welcome! Happy I could assist!
Great video! Keep up the good work!
Thanks man !
amazing tutorial!
Thanks !
Thank you so much for the amazing in depth tutorial. I purchased the file and when I go to render the scene with my object (a can) only three buckets render and the rest are black. It also happens in the original file and variations I tried with different render settings. Do you have any idea why this may be the case?
Thanks for your feedback! I'm not quite sure what might be causing this issue. Have you tried updating your NVIDIA driver?
Amazing work. 😮
Thanks !
Thank you a lot !! 🔥🔥🔥
Thanks for watching !
Super useful tutorial. I have a question. How do I bake the simulation?
Thanks! To bake the simulation, simply select the different groups, go to the cache tab in the properties panel, and press "Cache Scene." Choose a path for your cache, and you're all set. I go over that in detail here ua-cam.com/video/USY6GFOXf0M/v-deo.htmlsi=ebF5OETt12SVyKoA&t=2108 .
You don't need to create a selection object as in the video-it's just to make things easier.
This is so fucking dense 😭I learn a lot with this tutorial. Hope to understand my way around the new simulation system in a few months. In the meantime, this is pure gold 😍
Thanks !
@@gillesdillenseger6472 I have some problem trying to use the "select facing" method with anything other than a sphere. I'm trying with the can in the cinema4d asset manager and it cut the can is some weird way
WoW! Insightful tutorial. I have one question at end when I am switching object why droplets are not detaching, I see trail is still travelling. it's working fine with sphere tho 👀
Thanks for your feedback! Just to confirm, did you make sure that no polygons are selected in your new object? If any are selected, what's happening in the detach null won't work properly
Hey! I was following your tutorial and found that switching the Mode to Land in the settings of the Surface Attract Modifiers forces the particles to follow the surface of the object without cranking up any values
Did it work for you? I'm not sure if that's the right approach. Based on my experience, Land mode seems to override other settings, like Gravity, for example. I'm interested to know how it went for you
Supercool!
Thanks !
Amazing tutorial! Can I do this with Octane renderer??
Absolutely! When I use a Redshift tag, I believe you can achieve the same thing with an Octane tag (although I haven't used Octane myself). Alternatively, you could use a cloner to replicate the drops on the particles.
@@gillesdillenseger6472 Hi thanks for your reply! got your file on gumroad and I'll test it out on Octane!
genius.👏👏👏
Thank you
Thank you for this great tutorial. I noticed that after caching the scene, the particles started to get slightly detached from the main object, as if no longer getting attracted to the surface. Any idea what might be causing this? Thank you in advance 🙏
Hey, I won’t have access to my computer for the week, but I’ll check it out when I’m back.
just purchased your condensation file, its great! Is there a way we can download your particles workspace?
hey , thanks for your purchase ! here's a link to the layout , tell me if it works !
drive.google.com/file/d/1-TZT-hzdX0EmT5MIBSWXOAyfNX7nE1Ed/view?usp=drive_link
@@gillesdillenseger6472 it works! thanks so much!
Perfect 👍
condensed tech tutorial. need to be divided into days to digest
First I want to thank you for this incredible tutorial, I have been studying Cinema 4D since the beginning and I love expanding my knowledge, I have a small problem, I can't find the "Mesh Emitter" I have installed the particle environment that you left in the description but I can't find it, I have version 2024.1. 0 is it normal that it doesn't appear? Does the "Emitter" work the same as the "Mesh Emitter"? Thank you very much, greetings from Argentina! 💜
Hi thanks for your feedback,, you should update to C4D 2024.4
at the 5 minutes mark. What if I don't have redshift? How do I apply the water droplet on to the mesh?
If you're using the native C4D renderer, I recommend using a cloner to replicate the geometry directly onto the particle groups instead of using the Redshift tag.
@@gillesdillenseger6472 Thank you!
@@MrPhysco9 you're welcome 😀
Trop fort Gilles, merci !
Juste, comment tu fais pour remettre les valeures a zero avec un click dans les attributs ? J'imagine que c'est une touche + click gauche ?
Clic droit sur la mini flèche de gauche ou de droite !
@@nicolasbesson13 Super merci Nicolas
Hey merci, tu peux aussi utiliser alt+0 qui reset directement position, scale et rotation
Thanks for the awesome tutorial! Whenever I render the droplets on a white object, I get a strong white halo around the droplets. Can anyone tell me how to fix this in RedShift? I can't seem to figure it out?
Hi, thanks for your review! I'm not exactly sure how to solve your issue, but here are a few suggestions that might help. It could be related to the shape of your drop. Also, have you tried adjusting the depth of the drop as shown here: ua-cam.com/video/USY6GFOXf0M/v-deo.htmlsi=bMzm_i0oQjNpDPVS&t=1386 Additionally, if your object is perfectly white, try making it slightly off-white. I hope this helps!
Hi Gilles. Would you mind sending me your render settings? When I animate the drops I get a weird sparkly effect.
Hey! I have one problem with it. I can't change any object in the project. Particles only apply on sphere, do you know why?
Hi, difficult to answer like that, maybe send me your file so I can have a look: gilles.dillenseger@gmail.com
Got it from your GumRoad. but particles does not show using Arnold. Can you help me on this one? Thanks!
Hi !
First, thank you for your purchase!
I haven't been using Arnold for very long, but if I remember correctly, you need to add an Arnold tag to the particle group you want to render. Just replace the Redshift tags in my file (groups called "big" and "small"). You should then be able to assign the geometry through the tag, which you'll find in the null called "drop." Alternatively, you could use a cloner to clone the particle geometry onto the corresponding group.
I hope this helps!
@@gillesdillenseger6472 Wow! Thanks for the reply will try it.
when I clear the cache, all the drops just disappeared and the volume no longer working, please help.
Hello, what happens when you play the animation starting from frame zero? Also, which version of C4D are you using?
@@gillesdillenseger6472 2024.5.1, Close the project, delete the cache folder, reopen the project, problem solved
That's great news ! Yeah, it does behave oddly at times. This particle system still feels a bit experimental. Hopefully, 2025 will bring some improvements!
Nice video 👍🏻
Thank you
Q - enabling/disabling predator prey (or flock) fails to to turn the effect off - the particles continue on, albeit in a minor way...
assuming there is a setting tweak that we are missing?
Hi, are you referring to this section of the video ? ua-cam.com/video/USY6GFOXf0M/v-deo.htmlsi=X259g2oPeWEbxA94&t=1417
Did you try rendering it to see how it looks? The viewport isn't very accurate, and there's a lot of Z-fighting when the faces of the object are facing the camera
@@gillesdillenseger6472 yup, rendering in IPR just subtle shift - its probably due to scaling the setup to a real world aluminium can object
will try fine tuning the setting
Got it. I attempted to scale the setup down to a real-life sized can (from the content browser ). Scaling these particle setups can be quite tricky. I reduced the size of everything: particle radius, shader field radius, predator-prey, flock, etc. I noticed the jiggling you mentioned and was able to control it by adding some damping to the surface attracts. Higher values for the friction Can help aswell.
love this tutorial, great job. At some point the particles started floating away and I just added another surface attractor LOL. But yeah you go at a decent speed, you skip a few settings at the start so it was confusing. But it requires you to pay attention. Definitely not for a beginner but thats exactly what I want. The new particle system is really robust and I'm kind of blown away and intimidated by it. But I guess this means less Houdini.
Thanks 😀
haha everyone goes overboard with condition. it’s like the can did too much coke or is being interrogated by the feds. lol.
no can has been hurt during the process, I swear
how easy is to convert this for octane? i if i thedshift tags with octanes?
It should be pretty easy. I'm just using basic materials for the object and floor. The drops use a water preset, and the scene is lit with an HDRI. I don't use Octane, though, so I can't really give you more advice on that sorry
@@gillesdillenseger6472 thanks a lot for the fast reply. I will experiment to find out :)
@@TheMogregor hey, how did it go??
@@Heynjn actually i haven't try it yet :(
is it possible to select where droplets start from? and where to spawn
Sure, my approach would be to introduce an intermediate group. In the "big" group, the reproduce called "activator" could transfer particles to a group called "pre-activator" (or any other name), in which i'd add a field condition (using a spherical field for exemple). Then, using a switch group operator, the particles would be moved to the activator group once the condition is met (e.g., when the particles are within the spherical field).
I hope this makes sense :)
@ no it doesn’t but that’s fine, i bought the files and it is perfect for what i needed it. I was about to spend a few hours making this in Houdini and honestly you saved me so much time 😊
Thank you for your purchase! If you could share your email, I’d be happy to send you an updated file if that would be helpful.
@@gillesdillenseger6472 That is really kind of you, we have already delivered the animation to the client and he is very happy with how it looks. Thanks again for saving us tons of time!!!
Great !
ONly in 2024 ?
2024.4 yes
Можно такой же урок сделать в Блендере?
Я уверен, что то же самое можно сделать в Blender, но этот урок действительно специфичен для инструментов C4D
when i drop my bottle in my PC crashes :D
Hey, what’s the scale of the bottle compared to the original sphere? If it’s significantly larger, that would mean a lot of particles are being spawned. Also, what’s your setup?
@@gillesdillenseger6472 I think it maybe is my setups problem :D I work on a 2022 Razer laptop. It handels normal c4D and GPU work nice. But I think the CPU performance is limited here :D --> Scale of the bottle is the same as the sphere :-)
@@jj89677 That’s strange-if the object is the same size, it shouldn’t be harder to manage. Plus, since the particle system is GPU-accelerated, it should perform efficiently. Have you tried using a different object to see if the issue persists? (I'm on a 2022 laptop aswell)
@@gillesdillenseger6472 thanks for your answer :-). The sphere works great. The bottle retepol. works but very slow. The simulation in the viewport takes like 98% of my CPU performance. I installed c4d 2025 maybe I missed a checkbox in preferences:D!?
Just to give you an idea: when I switch to the Can with the same radius as the sphere but double the height, the particle count doubles. While working on it and making adjustments, I had to disable certain particle groups-usually, I kept the smaller droplets turned off. I also only enable the mesher for rendering, as it slows down my playback frame rate significantly. The setup is still fairly heavy, so a slower frame rate is expected on a laptop.
I hope this helps !