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About ZChristian

  • Birthday 05/04/1968

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    R20.026 Studio
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    I am interested in vfx and simulation, natural phenomena and rendering in general

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  1. I am thinking about an approach where you combine several elements together: 1) The TFD-simulation provides a ring of fire/smoke and smoke-trails for ejected debris 2) A RealFlow simulation of an impact that gives you a series of meshes that look like a crater and splash that is ejected from the impact site and falls back to the ground. 3) A surface that shows a crater after the impact and that shape could be a frozen mesh from the RealFlow simulation (and from the shape you could cut away by modelling a higher rim structure so that it looks like the final stage) If you want to destroy the entire planet, then that is a different thing and you may not need a liquid simulation of an impact splash.
  2. With this method you don't use a ground but use a still liquid for the surface mesh. In this way the impacting droplet is able to excavate a crater. You could also work with a single mesh that you would make editable and remove the rim that represents the final situation of a deep crater before it flows back.
  3. If you have RealFlow then you can easily make an impact with a spherical emitter as droplet and resting liquid below in a container. Such impacts could be done in slow motion, even slower than in my example below.
  4. With TFD you can easily produce a shockwave that appears as a ring of smoke and fire. If you look for the crater-forming splash, then is more a liquid effect like you could do it with X-particles fluid effects or RealFlow, then render the splash with incandescent shaders or similar materials.
  5. I am somewhat pessimistic if it can be done... the few times I tried to import several millions of particles using the RF-connect plugin/TP Cinema became super-slow (that was with weaker hardware though).
  6. The convenient, but not cheap, solution to that problem is the Krakatoa particle renderer by Thinkbox/Amazon. Unfortunately, it is unclear if they will continue to support the C4D plugin with R20 and later.
  7. ZChristian

    Redshift Renders

    rendered with Redshift
  8. Ok, I see. I thought you had these plugins installed because you asked about using X-particles. Indeed, the import plugin for RealFlow standalone (so-called connection plugin) uses Thinking Particles and that is only present in C4D Studio. In X-particles you use the "cache" object in order to import particle-files from other programs. There are two options for RealFlow particles there. The cache option is detailed here http://docs.x-particles.net/html/cacheobject.php Those render engines you mentioned are able to render all kind of stuff, but they may not offer direct functions for X-particles. So, you can produce particles using X-particles, RealFlow or other programs, then you have to make you own shader for those render engines in order to render the particles, but it is possible. The internal render engines of C4D can also be used to render X-particles. But finally I think that working with realflow and cinema4d does not make a lot of sense if you cannot use the importer plugin in your version of C4D. There are workarounds, but it will not be easy :(
  9. Hi saving particles as single alembic files is not the best option (at least not for Cinema4D, rather for Maya). Better export them as .bin or .prt so they can be read by the X-particles plugin, or the connect-plugins for realflow.
  10. You can still create the clouds from the emitted particles, then they only intersect with an object that gets the volume tag. But the cutting may be to clean, looks like a boolean operation and not like a fluffy cloud. Cloud_sun_intersection.c4d
  11. When using pyrocluster such as for your file above you can constrain the cloud to object as in this video. In this way the clouds could be cut at the bottom.
  12. ...or Indigorender, Maxwellrender, Thearender, and maybe one dozen more But yes, I also have Redshift now.
  13. Just a quick question, is the version 20 of polygnome still in the works? Would appreciate to use it in future versions of C4D.
  14. Hi you can export the entire meshed animation into one file and then copy that in your network. I don't know if that is possible with all versions of C4D/RFC4D but I just have tested it in R20 and RFC4D2.6 1. First cache the entire simulation including mesh, check the result 2. Select the mesh, then export as alembic ogawa with the "merge final result" option and using all frames
  15. ZChristian

    cmiVFX support

    Same here. I can login but the tutorials have no thumbnail and there is an error when I try to access the purchased ones (which are both about 5 years old). By the way, the founder of the website, Chris Maynard, passed away in 2016. There were still technical updates to the website in 2017, but maybe the driving force was lost..... http://community.foundry.com/discuss/topic/123367



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