Join Andy Needham for an in-depth discussion in this video Making particles collide, part of X-Particles 3 for Cinema 4D Essential Training.
- The x-particles collider tag let's you turn scene objects into collision objects. The basic setup is very straightforward. You'll have particles colliding in no time. So let's take a look at a few examples. In this scene, we've got an emitter and I've just set it up to look like rain. Just change the display settings to be these lines. And we want the particles to collide with this ground, so I'm going to select the ground and right click and choose x-particles and choose the collider tag there.
Immediately, we're going to get an effect. Particles are raining down and just bouncing off of this angle. We can turn down the bounce settings, add some variation, include some friction, and maybe even a bit of scatter as well. Pretty cool if we can make some splashes when the initial particle hits the surface. We can do this from right inside the tag. Let's just have a look at the Spawn on Collision settings. With this enabled, it's going to ask us for an emitter. So I'm going to pause the play-back and create an emitter.
We'll just call this a splash. And I will slate the tag and drag it into the field. When we rewind and play, we'll immediately get some splashes happening. But the original particle is still flying off in this direction. So we can choose to spawn once only and we can make sure that we get rid of that particle by killing the original particle after spawning. I can increase the number. Instead of them being green dots, I can create a group, give them a nice blue color, can drag that into group field here and they'll change blue.
and then we can just decrease the lifespan of our particles. Give them a bit of variation. And definitely take out some of that speed. Yes, so now we're getting a nice effective rain hitting the ground and causing little splashes. Let's take a look at another example. In this scene, we've got particles hitting this weight and at the moment they're just passing through it. We could use a collider tag to make the collision object move when the particles interact with it.
We'll just find the weight. Here it is. And on this connect object, I'm going to right-click and choose to add a collider tag. And they're immediately bouncing off. If we look at the Reaction on Collision, it's set to None. If we choose Translate, the particles will start to move it along. Let's look at one more example. I'm going to create a new scene and I'll make a sphere. I want to make this editable.
And I'm going to chop of these top points. So we'll do this. There we go. 'Cause we're in point mode, we don't have to optimize 'cause I think I've got rid of all those points. And to give it a bit of volume, we're going to add from the Simulate menu a Cloth Surface. We can just use this to make a bit of thickness on the ball. We'll create a system and an emitter. And we'll just change some of these settings. We're going to have a blue color.
We want to be emitting downwards. We'll do it from a circle. I'll move this up and press play, and we'll get some particles coming down currently passing through the bowl. We'll add a collider tag to the sphere. And nothing is happening as we expect it to. 'Cause the-- if we uncheck the Cloth Surface, this will do to the normal direction of this object.
If I select a polygon, this little arrow pointing out is the normal and the collider is looking for that. So what we need to do is either reverse these normals or choose the Any mode or just select the Inside mode. Now it's looking for the reverse of what it was looking for before. So we enable this now, we'll get some collisions happening inside of the bowl. This is looking okay, but if we added an SPH Fluids object, we could get a great looking result. So in the Dynamics section, we'll just add SPH Fluids.
And it's going to look a bit crazy, 'cause we could increase the viscosity. I know water isn't that viscous, but I do like the effect. We could give ourselves more particles, too. And because we've added more particles, this SPH Fluids is not going to like that. So we need to increase the density also. And now we're going to get the effect of much more realistic looking water filling up the bowl.
To keep it under control, we just add a bit of gravity. That will just pull everything down. I'm going to turn off the Visible in Editor. Turn off the fall-off. And there we have it. Now you can see the bowl filling up with water nicely. We've looked at several examples, covering the Collider tag in depth. Now we know how to make our particles collide with objects.
- 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