Join Andy Needham for an in-depth discussion in this video Emitting particles from objects, part of X-Particles 3 for Cinema 4D Essential Training.
- To wrap up our exploration of the X-Particles Emitter, w'ere going to look at one of the most interesting emitter shapes, Object. We skipped over this when we first looked at the Object tab, because there's quite a lot of parameters. So without further ado, let's check it out. Going to switch the Emitter Shape by over to Object, and we've got field for an Object, a selection and some other things, which we can talk about. So, let's start emitting some particles. And because we're in Object Mode, nothing's there. We need to give it an object, so we'll choose a sphere.
I'm just going to set this type to be Icosahedron. And I'm going to drop it in the object field. And then we start getting some particles being emitted from the sphere. If we hide this, we can choose whether to emit from any of these things. Polygon Centre is currently selected. And we can change the direction, so. They're currently going at the Phong Normal So that you can be coming out of the object. We can change this to a specific axis if we like.
And you'll notice that, in this kind of setup it's quite similar to just emitting from a sphere. We can obviously switch out of the object to be something else. I'm going to change this back to Phong Normal. And let's look at some of the other options we've got here. Let's see what that does. Now we're getting, instead of this kind of spread that we were getting, with that enabled, they're coming out of the polygon center as one particle, per source element. If we stick the particle to the object source, we get a pretty cool result here by, let's look at how we could use that.
So, at the moment, the particles just appear on frame one. And they're just in the shape of the sphere. But if we keyframe the radius, and we'll just go to 15 frames and set a keyframe. And then just bring this down to zero. See, our particles will grow on with the size of the sphere. And there's all kinds of uses for that I'm sure you can think of. Let's move on to some of the other modes.
So rewind this. In this example, I've just set up a plane with a very basic texture. Let's look at the texture. Got a checkerboard effect in the texture field. And I've just changed the color to be different from white and black. In the Bump, I'm using a gradient, and you'll see why in a second. I've set the strength to be zero, so it's not going to affect the actual plane. So let's play this through. Okay. So the emitter isn't really set up correctly yet.
It is emitting from the plane, but we want to emit from the texture. So when you select that, all these options appear. I'm going to drag the texture into the Texture Tag field. And now, the particles will get the color from the texture. Remember I set up a Bump channel. I'm going to use that now to control the particle speed. So if I just choose Bump, and rewind, shift + f and you can see that's getting a really cool effect, I think. (laughs) We can just change the gradient, if we go into those settings here.
Got some very slow particles here. Some faster ones, so we can just change that. And now we've got a different shape. This wraps up our in-depth look at the emitter. Should now have an understanding of how to change emitter parameters, such as the emitter shape, and control particle data including speed and radius. We also looked at particle groups and display properties, and we've touched on questions and modifiers, and how to edit your particles.
I also showed you how you can randomize the emission pattern. Now that we've seen how to emit particles from objects, why not try adding some other objects or textures, and really get familiar with the settings?
- Working with the Emitter tabs
- Adjusting particles with modifiers
- Creating visible particles
- Using sprites
- Colliding, freezing, and lighting particles
- Caching in X-Particles
- Applying constraints
- Adjusting materials settings
- Sculpting particles
- Saving and loading presets