Renderparticles scenes with Redshift, or cache and export them via Alembic. New Cinema 4D Particles presets are available in the Asset Browser, giving artists creative options for starting any project. New presets will be added continuously.
Redshift supports a number of different particle setups that can be rendered inside of Cinema 4D. These include the native particle system, particles imported in through Alembic files from programs such as Houdini, as well as plugins like X-Particles. These particles can be rendered out as simple instanced primitives, custom geometry, or using Redshift's native optimized sphere primitive. You can view the benefits of each one here.
Redshift allows you to control the individual shape of each particle from a list of presets, as well as letting you define the particle with custom geometry we can drag and drop. We can also control the overall scale of our particles with theScale Multiplier.
Sphere Instance and Optimized Spheres mode look nearly identical, but the Optimized Spheres mode is Redshift's native "point" primitive. Sphere Instance is just a mesh sphere created with C4D and instanced with redshift.
The benefits of using the native sphere primitive (Optimized Spheres mode) is that it's very lightweight, even more so than an instance also it can go out of core. Instances are also fairly lightweight in terms of memory, but when you start getting into the millions you can run into out-of-VRAM problems. When working with extremely high counts of particles the Optimized Spheres mode is recommended.
Optimized Spheres may not be suitable for small detail scrutiny and artifacts like particle intersections may become visible when using them. If you notice this when using Optimized Spheres please switch to Sphere Instances instead.
There are two options for distribution, Sequential & Random. Sequential will distribute our objects in a logical order. As you can see in the example below we have 3 different custom objects: Pyramid, Sphere, and Platonic. So the first 3 particles that come out will be a Pyramid, Sphere, and Platonic then repeat in that order every 3 particles. Random mode will randomly select through our custom objects for each particle and this will also allow us to use the Random Seed option as you can see in the example below.
Redshift supports rendering out particles generated from the Emitter inside of Cinema 4D. To get your particles to show up in the renderview all you have to do is apply a redshift tag to the Emitter and set the mode to Spheres. Then adjust the settings accordingly.
Redshift supports rendering X-Particles inside of Cinema 4D. To render your X-Particles setups you need to add a Redshift Object Tag to your respected xpEmitters and adjust the particle settings. The particle parameters are described here if you need help.
Redshift supports rendering xpTrails inside of Cinema 4D. To render your xpTrail setups you need to add a Redshift Object Tag and use the Curve options. For more information on Curvespecific features, click here.
X-Particles 4 added support for extracting the per-trail color. For polygon-based curve primitives, the color value is available in the ShaderGraph through the RS Vertex Attribute node using the RSCurveColor attribute. For Hair strands, the color is available from the color output of the RS C4D Hair Attributes node.
Redshift supports a number of different attributes that can be used for shading inside the RS Shader Graph. You can access these differnt attributes via the shader graph through differntUser Data Nodes by using the button to have a dropdown menu of differnt options. Alternatively, if you the know the attribute exact name you can type it in as well.
The Redshift Particle Material is a preset material with a Color user data set to RSPColor (Particle Color Attribute) that is connected to the Diffuse channel. This will take your Particles default color and use it as the diffuse color of your Redshift Material.
Here is an example of our X-Particles in the viewport then with the Particle Material applied. As you can see we are getting that same grayscale gradient as our viewport now in our Renderview. Because we are working in our regular Redshift Shader Graph we can use any nodes we want in our shading process. As you can see below we can remap our grayscale gradient with a Ramp to any colors we want. To do this we connect a Ramp Node in between our User Data color node and our RS material that came connected in our default Particle Material. We set the ramp source to Alt mode (which would be our user data node using our RSPColor attribute) and change the colors to a purple and gold color in our ramp gradient.
Another attribute we can use to shade our X-Particles is the RSPAgeNormalized. To use this we need a Scalar Data Node and set the attribute to Age Normalized. This will allow us to control our particle colors based on there age (How long the particle stays alive).
Whether you are working with Thinking Particles inside of Cinema 4D or have imported particles through anAlembic file (more informationhere), Redshift supports a number of different attributes that can be used for shading. To look at all the attributes available for you to use, you can go to your Thinking Particles settings and look at the channels. Below is a particle system imported through an Alembic file from Houdini.
Next we bring in a Ramp node to remap our Scalar User Data. We want to connect this in between our Scalar User Data and our RS material and set the source mode to Alt. Then we are going to choose two different colors.
As you can see now the color is changing based on the size of our particles. The bigger particles in the middle stay green and the particles that are flying away and getting smaller are turning purple.
Any scalar value can be fed into a Ramp node to remap the colors from left (0.0) to right to (1.0). You can also use a change range to scale a real number to a scalar, for example a value from 0-300 can be remapped to 0-1.
Caching particle systems is essential, especially to get consistent results when using Motion Blur. Redshift needs to sample a scene before and after the current frame to determine the positions and trajectory of particles, to allow Redshift to do this we need to cache our particles. Below is the different ways to cache our setups inside of Cinema 4D.
There is no Real way to bake Thinking Particles but there is a work around if you must. You can Create a cloner object and set the mode to Object then go to your Thinking particle settings and drag the TP group to your cloner.
We can take particles generated in Houdini, bring them into Cinema 4D and then render them with Redshift. When you import particles from Houdini with an alembic file the particles are automatically converted into Thinking Particles. More information on that here.
Now we're going to set up the material. We're using a User Scalar Data node and the age(Real) attribute connected to a Change Range node. That is then connected into a Ramp node to remap those values to colors we selected.
Then we need two more nodes, theGetData node andSetData node.Then we need to expose the pScale parameter on theGetData and theSize parameter on ourSetData node. We connect theP Pass to ourGetData node, then connect ourpScale(Real) on ourGetData to ourSetData'sSize parameter. We also need to connect ourP Pass to ourSetData in theParticle parameter. Note that you might need to reset your timeline for the scale to become effective.
xpFluidFLIP has a new collisions system which handles not only static collider objects but also fast-moving or rotating collider objects. It can interact with all other xpDynamics objects giving you endless possibilities.
X-Particles has the most advanced particle rendering solution on the market. It enables you to render particles, splines, smoke and fire, all within the Cinema 4D renderer. Included are a range of shaders for sprites, particle wet maps and skinning colors. You can even use sound to texture your objects.
Hey there, Joey, here for school of motion in this lesson, we're going to get lost deep in cinema 4d. It's a long one. And I throw out as many tips and tricks along the way as I can. The idea for this lesson actually came from a freelance job that I did, where I needed to have some snowflakes animate on some type, but I needed full control of those snowflakes, how the animated on and off and where exactly they landed. I go through every single step, including some steps that I tried, which didn't work. I want everyone to see that even artists with a lot of experience have no clue what we're doing sometimes. And we have to fumble around until we find the right combination to get the desired result. Don't forget, sign up for a free student account. So you can grab the project files from this lesson, as well as assets from any other lesson on the site.
Now let's hop in and get started. All right, illustrator. Uh, we haven't spent a lot of time in illustrator on school of motion, but that might, that might change. So the first thing I want to do is lay out my type. Um, so I'm just going to grab the type tool and I'm going to type in happy holidays and make it a little bigger. Um, and I found a font and I'm going to, um, I'm going to link to it. So you guys can download the same font if you want. It's a free font off of deaf font, which is an awesome website where you can download hundreds, maybe thousands of free fonts, um, and not all of them are great, but some of them work in this particular font I grabbed because it's very thick. And if you're going to be making type out of, you know, a whole bunch of particles or snowflakes, you need that font to be pretty thick so that when you actually form it, it's readable stope.
So by typing it in, this is a type layer, which cinema 4d can't read. So I need to convert this to outlines first. So you do that by selecting the layer, you go up to type and you say, create outlines. You can see now it's created the outlines for that. So I'm just going to save this in my demo folder. And I'll just save over this. This is, this is me, uh, preparing for this tutorial. So I'm going to save over this holiday type illustrator file now, replace it. And when I save things in illustrator to go into cinema 4d, I always set the version to illustrator eight. Um, and I've been doing that ever since I've had cinema 4d. I don't know if any of these later ones will work with it, but illustrator eight definitely works. So that's what I pick. Okay. And that one's good to go.
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