Cinema 4D Particles: The Basics – Demystifying Post-Production – Week 1
Join the Maxon Training Team for an exciting first episode of our Demystifying Post-Production series about new Cinema 4D Particles, which is extremely flexible, easy to set up, and super-fast. We will explore basic concepts of the new particle system while creating some cool setups.
00:00:00 Waiting Loop
00:00:38 Welcome
00:01:19 Housekeeping
00:07:48 Cinema 4D Particles
00:08:15 __ Location of New Particles
00:08:31 __ What are Particles
00:10:06 __ Basic Emitter, Particle Groups
00:10:38 __ Particle data, Attributes
00:12:04 __ Data “Channels“ and Cache
00:12:45 __ The Power and Parameters of Particles
00:13:28 __ Emitter, Emission, Shape and Surfaces
00:14:45 __ Emitter, Emission, Size
00:15:07 __ Emitter, Emission, Enable
00:15:13 __ Emitter, Emission, Start Frame
00:15:22 __ Emitter, Emission Mode, Rate, Pulse, Gap
00:15:57 __ Emitter, Properties, Lifetime, 0F, Variance
00:16:29 __ Emitter, Properties, Velocity, Speed
00:18:24 __ Speed demo with Pyro, Advect, GPU, CPU
00:21:14 __ Adding Forces, Turbulence
00:22:08 __ Adding Forces, Friction
00:22:26 __ Rendering, Redshift, Optimized Spheres
00:23:22 __ Nothing changes, Particles and animation
00:25:02 __ Redshift Tag, Animating Scale
00:25:58 __ Animating size, lifetime, infinity
00:28:04 __ Color Mapper, Age Percentage
00:31:06 __ Data Mapper, scale radius, Spline Interface
00:33:58 __ Order of processing, Object Manager, RS 3D
00:37:13 __ Grayscale run RS Material, Ramp, Glow
00:43:06 Q - Create Liquid Simulation
00:45:29 Q - Particles to VDB, ready for Unreal [1]
00:46:31 Q - Pilling up materials, sand, snow
00:51:36 Q - Particles to Object
00:52:24 Q - Customizing the toolbar on the left
00:52:50 Q - Datamap Particles, Pyro [1]
00:53:21 Q - Data Mapper, no need for Emitter size
00:54:52 Q - Datamap Particles, Pyro [2] density, etc.
00:55:31 Q - Render the preview double-circle
00:57:38 Q -- For FUI looks
00:58:31 Q - Your system specs
00:59:57 Q - Particles to VDB, ready for Unreal [2]
01:00:38 Q - Particle render Standard Render
01:01:56 Q -- Hair for Standard Render
01:03:33 Q - Particles texture-based
01:06:07 Q - Positive feedback for the new Particles
01:07:56 Q - Emitter Custom OBJ particle position
01:09:05 Q -- Example, running crowd
01:15:43 Q -- Flocking applied
01:16:29 Q - Dissolve object via particles
01:18:26 Q -- Example, dissolving
01:21:02 Q -- Frontline animation [1]
01:23:17 Q -- PolyFX, -1
01:24:02 Q -- Frontline animation [2], Emitter
01:26:40 Q -- Add Pyro
01:27:35 Housekeeping
01:29:53 Thank you and bye