Explosia FX now in C4D X Particles V4 plugin

News concerning 3D DCC business
jonmoore
Posts: 153
Joined: 30 Jul 2016, 18:18

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jonmoore » 11 Dec 2017, 14:05

A fave X-Particles 4 piece (preview viewport GL render the client liked so much they ended up using it!).


Bullit
Moderator
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Joined: 24 May 2012, 09:44

Re: Explosia FX now in C4D X Particles V4 plugin

Post by Bullit » 11 Dec 2017, 17:11

Some Houdini also it seems. Now what is which? :-)

jonmoore
Posts: 153
Joined: 30 Jul 2016, 18:18

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jonmoore » 11 Dec 2017, 17:35

Bullit wrote: 11 Dec 2017, 17:11 Some Houdini also it seems. Now what is which? :-)
No direct Houdini, but a Houdini Engine asset was created for wireframing other source geometry (as I understand things from a discussion with Casey). Everything you see was captured directly from the C4D viewport.

jonmoore
Posts: 153
Joined: 30 Jul 2016, 18:18

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jonmoore » 11 Dec 2017, 18:22

Another welcome sight for many moving to C4D from Softimage:

Image

And not only does C4D have it's own version of the Enhance procedural shader collection; procedural shaders are fully visible in the C4D GL viewport. Great for both look-dev and PBR production shots captured in the GL viewport.

http://www.biomekk.com/index.php?itm=1

jamination
Posts: 174
Joined: 10 Jul 2009, 21:58

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jamination » 11 Dec 2017, 21:33

Hopefully they get it running with RedShift, otherwise I it would be pretty much worthless for myself, they never got it working with Softimage RS.
Phil Harbath
Jamination Productions

jonmoore
Posts: 153
Joined: 30 Jul 2016, 18:18

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jonmoore » 11 Dec 2017, 23:18

jamination wrote: 11 Dec 2017, 21:33 Hopefully they get it running with RedShift, otherwise I it would be pretty much worthless for myself, they never got it working with Softimage RS.
They've got no plans of getting Enhance working with Redshift but having procedurals show up in GL takes out the guesswork from baking.

jonmoore
Posts: 153
Joined: 30 Jul 2016, 18:18

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jonmoore » 14 Dec 2017, 16:05

New update to Cycles 4D

The main 'big deal' feature is the direct rendering of Explosia effects, but there's a lot more useful stuff lurking beneath the surface.

Build 247

Features
•X-Particles 4 xpExplosiaFX direct rendering.
•New Matrix Info node has been added to enable rendering of a Mograph Matrix object without geometry.
•Post-effects such as Filmic, Bloom, Vignette and Glare added to the cyCamera tag.
•Cycles 4D materials can be baked to texture maps.
•Material stacking in the same way as Cinema 4D materials.

Real-Time Preview
•Supports previewing the selected node.
•Fit option which will resize the render in the window to fit the window.
•Non-rendering borders shown when the 'Fit' command is used.
•Lock Camera button.

Node Editor
•Node groups saved to disk (as .cyg files) can now drag-and-dropped directly into the node editor.
•Frame node has been added to the node editor.
•Aligning/sorting of nodes in the editor can now be done using icons on the top border of the editor.
•Node editor has an improved interactive search field to make it easier to locate a specific node.
•Connecting wires between nodes can be toggled between straight and curved wires.
•A new 'mini-map' (or global viewer) has been added to the node editor.
•Node list in the editor is colour-coded using the same colours as in the node title bars.
•Attribute node and associated tag can be created automatically by dragging and dropping a tag into the node editor (this includes selection tags and vertex map tags).

Nodes
•Outport of a node can be connected to the inports of multiple other selected nodes simultaneously.
•Selected nodes can be connected using a hotkey (F) press.
•When hovered over a group/frame it will be highlighted ; a selected node can be added to a hovered-over group/frame with a context menu click.
•Selected nodes can be muted using a 'mute' button on the node border.
•A node can be 'shaken' in the node editor to disconnect it from other nodes.
•New 'Pivot' node has been added.
•Alpha input port in the Output node.
•Double-clicking a node title bar collapses the node and collapsed nodes all have the same width.

Other Changes
•'X-Particles Tag' renamed to the 'Instance Tag'.
•Rotating the cyEnvironment object in the viewport now rotates any assigned texture automatically.
•Cinema 4D Stick Texture tag is now supported.
•Material presets which support X-Particles 4 xpExplosiaFX added.
•Shadow Catcher speed increase.
•Improved 'Pointiness' behaviour.

jonmoore
Posts: 153
Joined: 30 Jul 2016, 18:18

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jonmoore » 15 Dec 2017, 15:17

Explosia rendering guide:


jonmoore
Posts: 153
Joined: 30 Jul 2016, 18:18

Re: Explosia FX now in C4D X Particles V4 plugin

Post by jonmoore » 15 Dec 2017, 16:05

Cycles 4D update:


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