Join Andy Needham for an in-depth discussion in this video Sticky paint splashes, part of X-Particles 3 for Cinema 4D Essential Training.
- Let's take a look at how we'd create a cartoon paint splat. By the end of this project, we'll have an asset that we can use in motion graphics, and a method of generating a whole library of these, as well. So, we will create a System, we'll add an emitter, and we're going to change some of the Object Properties to be a sphere. Decrease the radius slightly, and make the direction -Y so it can flow downwards. I'll just move it up a bit. And when we come to re-frame the shot, we'll probably put it just out of shot.
So, in the Emission, want to change this to be a Shot, for five frames, and I'm going to decrease the number of particles. We'll increase the Speed. And we'll add a bit of Variation to that, too. And we'll increase the Radius, and of course, add some Variation. Let's play back and see what we've got. Got a shot of particles just coming down. And we want the particles to collide with something. So I will create Plane, and we'll give it a bit more size.
Make it quite large. And I'll add a xpCollider tag to this. So when the particles hit, they're bouncing up quite a bit, but we won't worry about that too much. What I do would like to see is a bit of Friction, so we'll add in some Friction there. When the particles collide with the surface, I want them to explode outwards so we can use a Question and Action setup for that. In the Emitter, I will go into the Questions, and add a Question, and using the Particle Flags, we can say it has the Particle Collided. If it has, we'll do an Action.
So we'll add an Action. And it wants to be one of the Direct Actions, which will then explode the particles. Instead of it being Direct, we can change the mode to Control Modifier. We'd have to then create a Modifier. So I'll choose the Motion Modifiers, and create an Explode modifier. Back on the Action, we'll drag in the Explode, and now we can go back onto the Modifier, and just set it up. I think we'll keep the Speed around 500, with a Variation of 50, and we'll just play back and see what we've got.
So the particles are exploding outwards, and that's a really, really large explosion. They're going everywhere. So I want to keep them a bit more tightly packed. So, to do that, we'll add some gravity to the scene. So we'll just add a Gravity Modifier, rewind and play. And now they're sticking together, but we're still getting a view of them shoot outwards. So maybe we want to keep them a bit closer together, so I think we'll reduce the strength of Gravity, add in a bit of Variation.
And I think that maybe we just have the Gravity act on the particles that just exploded, so we can choose to activate the modifier when the action is performed. And there we go. So the particles don't have that extra speed that they were having before. So to make this look a bit more like paint, I think we'll use the Skinner. So from the Generators, we'll add a Skinner. And we'll drag the emitter into the Sources field.
I'll just change some settings on the Skinner, and let's have a look-see, so we can... add some particle Smoothing. We'll get a lot smoother result. And I like to have that X control, so I add a Displacer, and I also add a Smoothing Deformer as well. So we'll go into the Shading of the Displacer, add a Color, and we'll just bring this down quite dark. I'll increase the Smoothing Iterations.
And let's play back what we've got. That's looking pretty cool. Getting a nice little effect. If we don't want to display the particles, we can go into the Display tab, and just un-check Show Particles, and they'll disappear. Let's add a Material. We'll create a new Material, and in the Luminence, we'll just give it a sort of purple-y color.
And I'll drop that onto the Skinner. We'll hide the plane. And let's look at what we've got. I'll just turn off these Visibility and the Falloff of the Gravity in the Falloffs. They just seem to get in the way. There we go. And take a look at this. We've now got this cartoon splat.
And let's render it out, and just see how it moves. shift + r, and I'll render it to the Picture Viewer. So we've got the splat coming down, it's exploding outwards, we've got a little bit of gravity just keeping it there. Keeping it under control. And this is looking quite cool, quite cartoony. What I'd like to do, if I was going to take this a bit further, I would gradually scale down the particles over their life.
We've looked at that in a previous example. So you can go back and add that into this. We can tweak the settings, and then render out a whole library of these effects which we can use in our motion graphics work, though.
- 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