Join Andy Needham for an in-depth discussion in this video Making particle networks, part of X-Particles 3 for Cinema 4D Essential Training.
- The trails object could also be used to drive specific modifiers. Let's look at using trails with the network modifier. So we've got our system with trail object, and it's all set up correctly. So let's add network modifier. You'll find it in the motion modifiers, here it is. I'm just going to change the settings of the trail just so it's easier for you to see. And we'll just play that, and see what we've got. So this is pretty cool, and it's nice to see a result like this without doing much work.
We could now make some decisions on where we'd like to make changes. So are the particles moving too much, are they changing direction too often? Let's look at some of the properties and see what we can do. The properties of the network modifier are quite similar to the direction modifier. We can change the heading and pitch angles in either a positive or negative or use both directions, This 'Change In' number is quite important, it refers to particle H, so what it's saying is change direction when you're 10 frames old, and then when you're another 10 frames old, change again.
This number is linked to these thresholds at the bottom here, when you change these values you'll get interesting gridlike patterns, so let's set something like that up. Now that's looking kind of crazy, so I'll just make some changes on the emitter. Just going to reduce the birthrate. Now when we play that back, we're getting a honeycomb kind of effect.
If we add back in some pitch threshold we're going to get a different result entirely. If you wanted to get a tighter grid, you would change the change in value, you'd reduce that down. If you want to get a larger one just expand, just change that to a higher number. That's it for this standard operation, there's also the inside volume, so we'll look at that quickly.
I've set up this project with some text and I've just added a display tag on so that we can see what it is, but without having it block our view of the particles that are created. I've also animated this emitter to move along each letter, see the key frames here, it's what it's doing. And you'll see that when we playback particles are being created inside of the volume, inside of this object here.
We render that, and this is the beginnings of something quite interesting. Just have a quick look at the modifier settings, it's very straightforward, we're choosing the inside volume. All it needs is an object and make sure to check that the particles are inside the volume. I'm using a question and action set up as well just to make sure I've added that from the emitter, in the questions section as always, and it's just saying is the particle outside of the volume, if it is, we'll kill it.
So we only want to know if it's inside, and that way we get this clean looking result with only the particles generated inside of the polygon object here. We can now create gridlike patterns using the network modifier, and by using volume objects with questions and actions, we can creatively shape where the network is created.
- 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