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X-Particles Released

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#1 3DKiwi

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Posted 21 February 2012 - 07:25 AM

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FOR IMMEDIATE RELEASE

x-particle.com announces the release of X-Particles


(February 19th 2012, England) x-particle.com announces the release of X-Particles, a new plugin for Cinema 4D by MAXON Computer.

New particles

X-Particles is a plugin for Cinema 4D, designed as a replacement for Cinema’s inbuilt basic particle system. It is a completely new particle system which does not need the standard Cinema 4D emitter or Thinking Particles. It has a number of components:

four generator objects – Emitter, Object Generator, Sprite Generator, and Trail Generator

three control objects – System, Question, and Action

two new primitive objects (Cross and 3-Plane) which can also be used independently of other X-Particles objects

seventeen particle modifiers including some new modifiers not provided with C4D as standard

two tags

a volume shader

a sprite channel shader

Control system

X-Particles contains a system of close control over almost all parameters using Questions and Actions. No Xpresso is required and everything is done through Cinema’s Object and Attribute Managers in the same way as for other objects. The system works by asking a ’Question’ of each particle – for example, does the particle age exceed a specified value. If the particle ‘passes’ the Question, an Action is called which has an effect on the particle, Most Actions work through the particle modifiers but others are independent of them.

Questions and Actions are not dependent on keyframes, so although most aspects of the X-Particles system can be keyframed, this is not essential to its operation.

Compatibility with other Cinema components

X-Particles is compatible with the existing particle modifiers in Cinema 4D. It can be used with object deformers and Mograph effectors, and works with the new dynamics system in R12 or later. For users of R11.5, it contains its own basic collision system for handling collisions with scene objects. Splines generated by the Trail object can be rendered with the Hair renderer. X-Particles can also emit Thinking Particles and particles can then be rendered with Pyrocluster or with the C4D Hair renderer.

Availability

X-Particles will be on sale via the dedicated web site (www.x-particle.com) from Tuesday, February 21st. It is available for Cinema 4D versions R11.5, R12, and R13.

Demo version

A 14-day unrestricted demo can be downloaded from the X-Particles web site (http://www.x-particle.com/?page_id=179)

Cost

The plugin will be available at the introductory price €99 until the end of March 2012, when it will revert to the standard price of €149.

About the creators

X-Particles is produced by Steve Pedler and Mike Batchelor.

Steve is a freelance software developer specialising in plugin development for Cinema 4D. Since 2008 he has written 8 plugins for Cinema 4D, both commercial and freeware. His personal web site is at www.microbion.co.uk.

Mike is Mograph artist woth 13 years exeriance working from shepperton studios in the UK.

His personal web site http://www.slouchcorp.com

Contact

[Steve and Mike can be contacted via the dedicated web site (www.x-particle.com) or by email to info@x-particle.com.

www.3dkiwi.co.nz - My personal site    My Cinema 4D Vimeo channel


#2 HSrdelic

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Posted 21 February 2012 - 07:46 AM

This look very interesting :wackywink:

Cheers

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#3 greasemonkey

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Posted 21 February 2012 - 07:53 AM

Just playing around with the demo!
Still can't figure out how to get an action to work, but I'm sure I'll get there.
Is there any way to generate the particles as geometry without using TP?
**Edit, yes there this, use the generator object - kinda makes sense :wackywink:
****Figured out the question/action issue too

Edited by greasemonkey, 21 February 2012 - 08:18 AM.


#4 Joshfilms

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Posted 21 February 2012 - 08:40 AM

I can't wait to play with it :wackywink:. Nice work guys!

-VFX and Motion GFX Artist - http://www.vfxdaily.com/


#5 mmVRay

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Posted 21 February 2012 - 11:18 AM

I hope you continue to add to your tutorial library as time goes on. Sometimes when you work with something all the time you forget that things you take for granted are not known by a new user. A good test is to take a experienced C4D user with no TP experience, set him down in front of your plugin, ask him to create something and take note of the questions he asks you, those questions will be the basis for new tutorials.

Edited by mmVRay, 21 February 2012 - 11:20 AM.

Cheers, mmVRay

#6 caliburn

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Posted 21 February 2012 - 11:32 AM



added scene file

#7 spedler

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Posted 21 February 2012 - 11:54 AM

I hope you continue to add to your tutorial library as time goes on. Sometimes when you work with something all the time you forget that things you take for granted are not known by a new user. A good test is to take a experienced C4D user with no TP experience, set him down in front of your plugin, ask him to create something and take note of the questions he asks you, those questions will be the basis for new tutorials.


We will be doing so, and quite soon. We had wanted to get more on the site before release but time just ran out. I'll be doing some short 'techie-type' videos on how to use specific features, and Mike will do some additional tutorials.

Steve

#8 rwalker

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Posted 21 February 2012 - 12:12 PM

This thing is brilliant. Playing with it is amazing - can't wait to use it on a 'real' project! Congratulations and thank you, Mike and Steve!

#9 spedler

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Posted 21 February 2012 - 03:55 PM

This thing is brilliant. Playing with it is amazing - can't wait to use it on a 'real' project! Congratulations and thank you, Mike and Steve!


Thank you! And have fun :-)

Steve

#10 astovl

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Posted 21 February 2012 - 10:34 PM

wooow... awesome



astovl

#11 3D-Pangel

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Posted 22 February 2012 - 03:33 AM

Is a Cafe review being considered? I say let Nigel or Hrvoje get their hands on a free copy!

Really interested in the capabilities of the sprite shader. From the manual I read the following:

Note: although we talk about colour in the details below, remember that this shader can also be used in channels such as transparency, bump, displacement, etc.


So does this mean that it can be used in ALL channels that accept a shader? In particular the luminance channel? Also found out that lights can be handled by X-Particles in the documentation - definitely will be exploring that function! From scanning the manual, this plugin has come a long way in its development from when it was first discussed in the forums.

Congratulations! Great work that I am sure will be embraced by those who don't have or can't manage TP.

Dave

Edited by 3D-Pangel, 22 February 2012 - 03:40 AM.

Sorry...but I simply do not have enough faith to be an atheist.


#12 HSrdelic

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Posted 22 February 2012 - 05:02 AM

Nice idea Dave!

I could do the review next month if you guys are interested, just shoot me the pm ;)

Cheers

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#13 slouchcorp

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Posted 22 February 2012 - 05:36 AM

Nige is in the beta team so he has a copy if he wants to review it thats cool

#14 spedler

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Posted 22 February 2012 - 07:08 AM

Really interested in the capabilities of the sprite shader. From the manual I read the following:

Note: although we talk about colour in the details below, remember that this shader can also be used in channels such as transparency, bump, displacement, etc.


So does this mean that it can be used in ALL channels that accept a shader? In particular the luminance channel? Also found out that lights can be handled by X-Particles in the documentation - definitely will be exploring that function! From scanning the manual, this plugin has come a long way in its development from when it was first discussed in the forums.


Yes. Any channel that can accept a shader link, including luminance. The attached very simple render shows the shader in the luminance channel with all other channels turned off. The shader is using a gradient with brand-new particles taking the colour from the left of the gradient and old particles from the right. The gradient is just a simple red to yellow one in this case but it could be any gradient you like, of course. And you can blend the gradient with textures or other shaders if you want.

Steve

Attached Thumbnails

  • xpshader_lumchannel.jpg


#15 3D-Pangel

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Posted 22 February 2012 - 09:40 AM

Can the shader be used apart from x-Particles as well? I guess what I am thinking is that TFD can be used to influence particles - essentially it will take TP particles and subject them to a fluid velocity field so that they swirl around in a similar fashion to the fire and/or smoke simulation. Given the controls of the x-Particles shader, I am wondering if it could be an easier method to key frame the life and color of these particles. That would then allow you to add neat sparks and burning embers to fire simulation in TFD. There are other ways to do this but the x-Particles shader seems to allow more direct control of particle life in each channel.

...Just a thought...maybe not a good one, but a thought nonetheless.

Dave

Sorry...but I simply do not have enough faith to be an atheist.


#16 3D-Pangel

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Posted 22 February 2012 - 09:44 AM

Nige is in the beta team so he has a copy if he wants to review it thats cool

Nigel has all the luck!!!

I would still give a free copy to Hrvoje! You can tell he is eager to not only write a review but whip up 6 hours of tutorials as well. At the speed he works, they should be available next week!!!

:)

Also...have your reached out to 3D World yet? I have a good relationship with the editors if you need some help there.

Dave

Sorry...but I simply do not have enough faith to be an atheist.


#17 3DKiwi

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Posted 22 February 2012 - 10:02 AM

Looks like Hrjove and I need to slug it out who's going to write the review!!

Perhaps both of us can do it?

Nigel

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#18 3D-Pangel

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Posted 22 February 2012 - 10:08 AM

Looks like Hrjove and I need to slug it out who's going to write the review!!

Perhaps both of us can do it?

Nigel


Check into Hrvjoe's profile:

Interests:Hard work and discipline, 3D, Hardware&Software, Philosophy and Technology. Body-building, swimming, climbing, pretty much any sport to relax ;)


Hopefully it does not come to blows!! I would not want to mess with him.

Dave

Sorry...but I simply do not have enough faith to be an atheist.


#19 3DKiwi

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Posted 22 February 2012 - 10:16 AM

Kung fu kiwi :)

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#20 spedler

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Posted 22 February 2012 - 11:01 AM

Can the shader be used apart from x-Particles as well? I guess what I am thinking is that TFD can be used to influence particles - essentially it will take TP particles and subject them to a fluid velocity field so that they swirl around in a similar fashion to the fire and/or smoke simulation. Given the controls of the x-Particles shader, I am wondering if it could be an easier method to key frame the life and color of these particles. That would then allow you to add neat sparks and burning embers to fire simulation in TFD. There are other ways to do this but the x-Particles shader seems to allow more direct control of particle life in each channel.

...Just a thought...maybe not a good one, but a thought nonetheless.

Dave


No, it has to be used in conjunction with X-Particles. The reason is that the generated object accesses data from the particle stream. No particles, no effects. So you have to use it with the emitter from this system.

Regarding TFD, I don't have it myself but I know one of our testers got X-Particles working with TFD and was producing some quite nice effects. We may do a tutorial on that at some point, or someone who has TFD may do.

Steve





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