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
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