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Cinema 4D: X-Particles and Redshift Techniques

Cinema 4D: X-Particles and Redshift Techniques

2h 55mIntermediate2020-02-06

Authors

Ryan McCauley

Ryan McCauley

Motion Designer and Editor

Course details

View intermediate and advanced methods used to build a scene using the Redshift workflow for X-Particles. Instructor Ryan McCauley demonstrates a complete project, building a scene using emitters, xpInfectio, and Explosia FX. He shows how to render the scene using elements of X-Particles data with user data nodes in Redshift. Ryan also walks through ways to speed up a workflow and lookdev using caching and VDBs to import the particle simulations, providing faster playback that maintains access to needed render data. Most of these methods transfer over to other particle systems, including built-in C4D particles, thinking particles, and Houdini simulations.

Topics include:
- Using X-Particles to generate particles
- Rendering particles with the RS Object tag
- Changing the look of particles with xpInfectio
- Rendering xpTrails
- Using Explosia to add interesting effects
- Rendering Explosia FX using Redshift
- Importing Explosia FX data
- Using particles to emit Explosia
- Importing, exporting, and using VDBs
- Caching techniques
- C4D vertex maps

Skills covered

RedshiftCINEMA 4DMAXON3D AnimationRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Level up with X-Particles and Redshift
  • 02 - What you should know
  • 03 - Workflow tips

1. Initial Particle Setups

  • 04 - Scene walk-through
  • 05 - Follow Surface setup
  • 06 - The importance of groups
  • 07 - Particle collisions
  • 08 - Passing particles
  • 09 - Atomic particles
  • 10 - Trails
  • 11 - Particle constraints
  • 12 - Incubating to infection

2. User Data in Redshift

  • 13 - Data decisions and caching
  • 14 - User Data nodes
  • 15 - Using color data to drive shaders
  • 16 - Rendering trails and splines
  • 17 - Using scalar data
  • 18 - One shader to rule all groups

3. Explosia FX

  • 19 - Creating smoke sims with Explosia
  • 20 - Caching sims
  • 21 - Importing VDBs to Redshift
  • 22 - Building VDB shaders
  • 23 - Rendering volumes

4. Atom Materials

  • 24 - Base Atom shader
  • 25 - Building a vertex map setup
  • 26 - Driving displacement with vertex maps
  • 27 - Using vertex maps to drive shaders
  • 28 - Vertex map workflow tips and tricks

5. Final Rendering

  • 29 - Final scene assembly
  • 30 - Environment and cameras
  • 31 - Redshift post FX
  • 32 - Render time sampling
  • 33 - Final render settings and EXRs

Conclusion

  • 34 - Explore further with X-Particles and Redshift

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