Join Andy Needham for an in-depth discussion in this video Generating particles from geometry, part of X-Particles 3 for Cinema 4D Essential Training.
- Let's look at how we'd use geometry to create particles based on that geometry. So I've got in this scene the generic head bust which is found in the content browser. P to go into presets. I'm going to click on this magnifying glass here. If I just type in head and press return, what I'm using is this model here. If you bring it into your scene, I'll close the browser here, just hide the one I've been using. That's the one. It's tiny. So if you don't have the file available, just scale it up to about 700% holding down the shift key to constrain.
Cool. Now we're both at the same point. I'm going to create a system and I'm going to create an emitter. So what I want to do, going rewind the playhead. What I want to do is use this geometry to turn it into particles. And I can use an object in the generators list called the fragmenter. The fragmenter needs an emitter. Drag that in. We're only really concerned about this first mode. Faces and objects.
I'm going to set up the emitter, clicking this button. And if I play now, we need to hide my original object so I'm going to alt and double click on these traffic lights there. Just rewind and play. Okay nothing's really happening. So let's investigate. Of course it needs an object so I'll just drag in my mesh into the object fill. And now we're getting a result. I don't want the head to explode like that.
That is not what I want. So I'm going to go into the emission settings. And you guessed it. I'm going to turn the speed down to zero. Let's play back just one frame. So now each particle is representing a piece of the mesh. This is pretty cool. Let's style the fragmentor a bit. Going to take the texture and say use particle color and they should go green because our emitter display settings, we're got this default green color.
I want to start building up a heads up display UI type look so I'm going to choose the blue. And I'll need to regenerate the particles to see that. And there we have our blue head. It's already looking pretty good. Look even better if we can animate it in somehow. So to do that, why don't we use the scale modifier? So in the generate modifiers list, we need scale. And we need to set this up correctly so that it scales up.
So we need to turn down our basic particle data scales to be zero. Let's look at the scale modifier. Parameters change, particle scale. Yes, that's what we want. Scale to change. This is a bit small, so let's just increase it on all axes. The upper scale limit. I only want it to go up to one. I don't want it to be a massive scale increase so let's change that too. I think the best way of animating this in, giving us more control would be with a linear falloff.
So in the falloff tab, I'm going to change it to linear. And let's put it on plus y. Why? So I can animate up this way, in this direction. So back to frame zero. We want to animate this so we're going to animate the y position. In the coordinates tab, let's create a keyframe in the y axis. At zero, and now we're going to move over 50 frames. Can already see something cool staring to happen. Let's move this up, about there should be right.
It's just cleared the head. We'll create another keyframe. Click on that. So let's take a look at what we just made. Right, pretty cool. You can hide the emitter just so when we play it back we don't see the dots.
Alright, I'm liking the look of that. Let's render it. Okay, an interesting look. But I want it to be more of a kind of cell rendered look. And to do that, let's use one of the render effects. In the render settings, choose effect and choose cell renderer. I want to change the edges to be blue. And we'll change the background to be this dark blue. Okay. Let's render that.
Now we're getting somewhere. Let's just add a bit of animation to our fragmenter. So on my heading, that's where I wanted to finish so I'll just create a keyframe there. And we'll just change it to be 180. And create another keyframe. Now when it animates in, it's just going to rotate around. And it's just a cooler look I think. Good stuff. What we could do now is also add in a subdivision surface.
And we're changing the look again. Let's just render. That's completely unique to what we had before. So we're getting different settings when we render as opposed to in the editor. So I'll just bring those down to one just so it's a bit lighter in the viewport. We'll just play it back through there.
Pretty good. And what I want to do is just finish this off. And I've got some scene elements and a few cameras. Let's just look through one of those cameras now. And just play this through. Let's just render it there So we have the makings of some really cool UI effects. Why not take it further by generating particles from another piece of geomery and changing the way it animates? You could try animating this head off using negative scale as we've learned previously.
- 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