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About Lotharmai

  • Birthday 12/26/1952

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  1. the only chance that I see is use correction deformer to separate objects by vertex maps which use same objects as volume uses as a field and use a layer shader with coloured vertex maps... volume colour.c4d
  2. just for information, as I´ve got XParticles, tried polygnome with their bridge and got polygnome work - just needs a new R20 serial as far as I can see so far ...
  3. did you read the hints from the manual ? Difficult to say without a scene file, however fluid fx is different from the other fluid options. Take care that collider getting fluidfx collider tag is subdivided enough and don´t try thin walls. Use an invisible proxy with rather thick walls to get the engine enough calculations that speedy particles can be detected as colliding. So increasing substeps is a good way as well...
  4. perhaps this could work as an alternative as well : https://labs.MAXON.net/?p=2593
  5. As it is back now to the store now bought it as a x-mas present for me. Think it´s very useful and saves a lot of time once you have your assets created. Needs a bit of planning to create assets, especially axis positioning if you want perfect positioning, but love it a lot by now.
  6. think these are technical reasons. If you need different colours within one mesh, XPskinner is the only way to go for ... OVDBmesher is using volumes and these don´t provide any colour information I´m afraid.
  7. sure you can. EFX source tag goes to emitter (groups are not supported), just take care particles provide at least some fuel (emitter -> extended data)

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