Very cool! Are the droplets that are running down killing the particles they come in contact with or are they absorbing/attracting them to grow? And are the running drops in a separate particle group?
The moving droplets are absorbing/ attracting the large droplets (using the Predator/ Prey and Flocking modifiers) as they move over the surface. They are also killing the tiny droplets (the "haze" on the surface of the can) as they come into contact with them.
Thank you! Yes, this was rendered using Redshift. You can certainly render this same animation using the Physical Renderer. Obviously Redshift will be MUCH faster but you can get there with Physical if you have enough time to wait it out.
@@scottfrizzle456 Thank you for the quick reply. For some reason, I can't get any drops to show up in physical render. Do I need to bake it out first? Any insight is helpful.
@@michaelhankins8718 Ah, I see what you're getting at now. You can use a cloner with a sphere as a child, and set the cloner to Object mode with the Particle Group as the object source. You can apply any texture you want to the clones. Incidentally, this is also how you create custom particles no matter which renderer you are using. Anything you make a child of cloner will be cloned onto your particles.
@@FRIZZFX Hi, whenever I render the droplets on a white object, I get a strong white halo around the droplets. Can you tell me how to fix this in RedShift? I can't seem to figure it out? I so much appreciate any help on this.
So I've looked at your video over and over, and I can not figure out how you created this distribution of droplets with no overlap and such high density. I'm pretty much convinced that you actually used X-particles using the circle packer. Can you please make a tutorial or write in a comment how you made this?
Thanks for your interest in the video; I hope to get a tutorial out soon! I promise this is 100% done with Cinema 4D's new particle system. :) I am getting the particles spaced out without overlaps using the Flock modifier combined with the Surface Attract modifier. If you turn off the Cohesion setting in the Flock modifier, the particles will only repel each other, which creates the spacing. If you add a lot of damping in the Surface Attract modifier, this will keep the particles from bouncing around indefinitely. Basically I have about a second of pre-roll in this animation where the particles are emitted, repel each other, and come to a stop before the rendered part of the animation begins.
@@FRIZZFX Thank you so much for explaining some of this!!! I seriously appreciate it I was losing my mind the past day trying to figure this out :) Sincerely thank you!
Very cool! Are the droplets that are running down killing the particles they come in contact with or are they absorbing/attracting them to grow? And are the running drops in a separate particle group?
The moving droplets are absorbing/ attracting the large droplets (using the Predator/ Prey and Flocking modifiers) as they move over the surface. They are also killing the tiny droplets (the "haze" on the surface of the can) as they come into contact with them.
@@FRIZZFX Tysm for your reply. Very cool!
Cool effect! Need a tutorial 🙌
Imagine cracking this bad boy open at 3:00am
Make a tutorial people want to learn
Looks fantastic! I assume you rendered with RedShift? Is there a way to render out using the physical render?
Thank you! Yes, this was rendered using Redshift. You can certainly render this same animation using the Physical Renderer. Obviously Redshift will be MUCH faster but you can get there with Physical if you have enough time to wait it out.
@@scottfrizzle456 Thank you for the quick reply. For some reason, I can't get any drops to show up in physical render. Do I need to bake it out first? Any insight is helpful.
@@michaelhankins8718 Ah, I see what you're getting at now. You can use a cloner with a sphere as a child, and set the cloner to Object mode with the Particle Group as the object source. You can apply any texture you want to the clones. Incidentally, this is also how you create custom particles no matter which renderer you are using. Anything you make a child of cloner will be cloned onto your particles.
@@FRIZZFX I'll give that a try. Thanks again!!
@@FRIZZFX Hi, whenever I render the droplets on a white object, I get a strong white halo around the droplets. Can you tell me how to fix this in RedShift? I can't seem to figure it out? I so much appreciate any help on this.
resting drops waaay to dense and uniform.
Tutorial pleeeeaaase!!! 🙏😫
Please make a tutorial on how you made this 🙂
So I've looked at your video over and over, and I can not figure out how you created this distribution of droplets with no overlap and such high density. I'm pretty much convinced that you actually used X-particles using the circle packer. Can you please make a tutorial or write in a comment how you made this?
Thanks for your interest in the video; I hope to get a tutorial out soon! I promise this is 100% done with Cinema 4D's new particle system. :) I am getting the particles spaced out without overlaps using the Flock modifier combined with the Surface Attract modifier. If you turn off the Cohesion setting in the Flock modifier, the particles will only repel each other, which creates the spacing. If you add a lot of damping in the Surface Attract modifier, this will keep the particles from bouncing around indefinitely. Basically I have about a second of pre-roll in this animation where the particles are emitted, repel each other, and come to a stop before the rendered part of the animation begins.
@@FRIZZFX Thank you so much for explaining some of this!!! I seriously appreciate it I was losing my mind the past day trying to figure this out :) Sincerely thank you!
Tutorial pleaseeeeee. 😍
Hola puedes hacer un tutorial? o pasar el archivo?
I would like to create a tutorial for this, we'll see if I have time in the coming weeks!