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Showing content with the highest reputation on 04/11/2024 in all areas

  1. If we added everything from the start you would have to wait months more. We delivered what we think is a great release that is very usable. Additional features will come.
    6 points
  2. The OM is arguably one of Cinema's greatest strengths, and its userbase are rather attached to it, not to mention, used to it, so I think it makes sense to introduce such a powerful new system via an innately familiar interface, and using its workflows and structures. I like having all the particle stuff there in the OM where I can always see it and (mostly) what it is doing without having extra windows floating about. That's not to say I couldn't also see it working in a nodal context, but I have to say I kinda like it where it is... CBR
    4 points
  3. That can be done with a shader field in the vertex color tag. No need for Scene Nodes. But: You can do some cool scene node setups when it comes to scattering initial spawn locations for the particles and crafting your own velocities and such.
    3 points
  4. You can create a Vertex Color Tag from a texture using scene nodes. The Vertex Color Tag can then be used to control particles in whatever way you want. Image 2 Vertex Colors_0003.c4d It's quicker if you can do without UVs though Position 2 Vertex Colors 01.c4d
    2 points
  5. we use a spline field under a force field for that. I expect emitting from textures will come in the next release. for now I think this is doable via Thinking Particles. You can inherit color from a texture to particles, just not part of textures. Just pass the texture to a vertex color map via fields.
    2 points
  6. It's a wonderful release, adding a boatload of functionality to simulation and a solid first step to bringing our particles up to date, and fully integrated with other simulation components - as Chris was at pains to point out the possibilities now are mind-boggling ! I think a lot of people will be very happy with this release, except possibly the guys who make X-Particles; it will be interesting to see where they pivot next. Of course all the attention is rightly focused mainly on the particles, but I was pleased that there have been good updates in other areas, a few of my own suggestions have been added to modelling functionality, and RS got a lot of love and improvements, not least being the toon shader stuff. The new Connectors functionality and workflows are so much easier to work with than the old system, so that is very welcome too. So all in all, I am loving this release... CBR
    2 points
  7. I wonder how many of the new particle features were inspired from my suggestions to Maxon... But watching so many long-expected mechanics to finally get implemented can only make my eyes water...
    2 points
  8. I only watched Chris‘ video about particles so far... my first impression is really good! It's elegantly designed: a limited set of building blocks, but with endless possibilities. I love the shared use of forces, fields, vertex maps, it's so powerful and versatile. And I applaud the simple, visual setup in the object manager. Very well done! 🙂
    1 point
  9. Try implementing it. And make sure it runs on CPU, GPU (not just on NVIDIA), ARM processors, all operating system, correctly deals with ACEs,...
    1 point
  10. My mind is a bit stuck in node land 😉
    1 point
  11. This latest Particle addition is a welcomed update. Pretty sure Maxon have probably been working on this for a while , I applaud them for their persistent and hard work. The particle capabilities are very thorough. Though after watching Chris Schmidt's 4hr preview, I noticed a few important aspects were 'missing' so to speak. Maybe I missed them or maybe the functionality is there but not as obvious as it is in X-particles for example. One aspect was the ability to emit from a texture, this is something I'd imagine is easy to implement and also something I use a lot. Very surprised this functionality isn't there from the start. Secondly was the ability for particles to follow a 'flow path'. I'm amazed this wasn't included and I do hope that this functionality will be available in a recent update. While I will use the new particle system wherever I can, I don't think I'll give up on X-particles just yet unfortunately.
    1 point
  12. it is completely possible to build ur own particle system using scene nodes. however, this current particle system is built to work with the unified simulation system that cinema4d has built. this allows the particles to interact with cloth, pyro, rigid and soft bodies. these use a system known as position based dynamics, which if it were a node, would have everything connected to it. bifrost in maya has a node that does pbd. right now the philosophy of cinema4d is to provide the intuitive tools in the object manager, and allow for more custom systems built by technical artists in scene nodes. c4d users are used to object manager so it is still valuable for alot of these things to be implemented in object manager. but if the user requires more advanced setup, scene nodes is available and works really well with the overall c4d architecture.
    1 point
  13. just finished watching the 4 hour vid by chris. just amazing! congratulations devs and thank you for this amazing release! keep it up maxon!
    1 point
  14. I reported this month ago Script Log stopped to work in 2024.3.0 – Knowledge Base (maxon.net)
    1 point
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