The actual rotation for each particle is a random value between zero and the value in this slider. This slider enables you to rotate the UVs. Note that not all projections will work (e.g. Tag: the projection used is the one in the texture tag for the material when it is assigned to an emitter.In this mode, the appearance of any assigned texture will vary according to the camera angle to the particle (because if the angle changes, you will be looking at a different part of the sphere). Spherical: a spherical projection which will make the particle appear as a sphere.In this mode, any texture will always appear the same, no matter what the camera angle to the particle. Flat: a flat projection which by default will make the particle appear as a flat disk.You can change the UV space and rotate the UVs with these settings. It does not appear in the material editor.Įach particle, when rendered, can be given a set of UV coordinates, even though it is not an object. Note: this tab is ONLY visible in the Attribute Manager.
The material includes the following tabs:
#X particles c4d octane how to
alternatively, create any spline including Cinema 4D spline primitives and apply the material to the splineįor details of how to use the FLIP solver and the XP Material for volume rendering, see the main Volume Rendering page.create an Emitter and a Trail object linked to it.For example, if the emitter is emitting particles in two groups, you can assign one material to the first group and a different material to the second one. This lets you assign different materials to particles from the same emitter. Note: if you apply the material to a Group object and not to the emitter, only that group will be rendered with the material. play the animation and render the scene.add the 'X-Particles' post-effect to the Cinema 4D render settings (normally done automatically when the material is created).apply the material to an Emitter object or an X-Particles Group object.create an X-Particles Material (you'll find this in the Create->Shader menu of the material manager, or Create->Extensions menu in C4D R21).The XP Material can also render splines without the need for geometry, and has volumetric rendering for gas, smoke, fire, etc. If you need to render thousands or millions of particles then this is the only practical way, using objects with that number of particles would be far too slow and use far too much memory. If you want to render your particles and have them cast shadows without using objects then this offers the fastest and highest quality way to do so. This shader enables shading of the particles without any geometry.