Join Andy Needham for an in-depth discussion in this video Using Kill to remove particles, part of X-Particles 3 for Cinema 4D Essential Training.
- The kill modifier is used to control our particle's life. It's different from the life modifier, however, which can either extend or reduce particle life. We use the kill modifier to cull unruly particles which stray from the bounds we've set. Let's look at a few examples. The first one, I've got an emitter set up with a kill modifier already added. If you were to add it, you would add it from the control modifiers list. So going back to the setup we have here, the mode set to inside bounds. I've got a box shape, and I've just reduced the size of the box.
What does this do? Let's press play and have a look. As soon as the particles go inside the bounds of the box, they'll be killed. We can change this shape to be a sphere. I'll just reduce the radius a bit. We have the same effect. Let's change the emitter outside bounds. And because the emitter is outside the bounds of the sphere, everything is going to be killed. As soon as we move it inside, we have particles.
And once they reach the edge of the sphere, the particles will be killed. Let's look at another example. In this example, the mode is set to Objects, and I've dragged in the large sphere and the small sphere into the objects list. The mode is set to inside. So when the particles hit the inside of the sphere, they get killed. Let's change the large sphere to be outside, and we'll just drag the emitter in.
If I make it invisible, you can see that they're reaching an edge and then being killed. So if the cube or sphere shape that we looked at earlier isn't the right kind of shape for you, you could make any kind of shape and use the same sort of killing behavior. Let's move on to our last example. In this example, the mode is set to outside camera FOV, or field of view.
We have a camera, and it's important to make sure that it's a perspective camera. I'm going to turn on the heads-up display. We can see the number of live particles in our scene. So if we rotate the camera away, you can see that because the emitter isn't even in view, all the particles are going to be killed. We start bringing this back in.
Then we get particles again. Bring it out, particles are killed. This is very good if you have a large number of particles. Once they're outside of the perspective camera's view, they'll be killed. So you can certainly exercise some memory management on your shots. So we can now remove unwanted particles with the kill modifier.
- 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