UV Emission Data - Content Repository Tutorials 2019

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[Music] hi everyone I'm Bob Warmsley from in Cydia and in today's free tutorial we're going to look at a really interesting technique I'm gonna walk you through how you can use animated textures to emit from particles using UV emission data let's have a look at what we can create so we've got this nice particle advection but it's a glimmering and glittering of this fantastic animated texture that were able to map to our particles using the UV emission data it's a fantastic look let's jump into cinema 4d and see how we can get this set up so we'll bring in a plane object and that plane object we're gonna put a material on and this is what we're going to emit from so let's just get the X particles ready we'll go to the X particles menu and we'll go to system bring in a new system and the emitter will come in as a default rectangle emitter spitting them out in the z-axis so let's just change that in the emitter we'll go to the object tab and we'll go to the emitter shape and change it to object then we can drag in our plane which will become the emission object now you can see the particles are coming off the surface so let's just have a look that's not what we want we'll go to the emission first and let's get rid of the speed zero speed we only want them to emit on the first frame so let's put it to shot and let's just say ten thousand particles for now that'll do okay and there we go nay can see that those are being emitted from the polygon centers if I hit nd for the lines there's a particle and every polygon Center that's not what we want so let's just go am it from polygon area and hits born again so there we go so I've got our particles now emitting on the surface of this plane let's just get rid of that X particles icon okay excellent right so how do we emit from a animated texture and give those UV coordinates to the particles so we can kind of effectively stick that animated texture to them well first of all we need material on the object itself so let's just double click here and creates a standard cinema 4d material and I'm going to drag that onto the plane and then what we're going to do in the color channel of the material is let's bring in a texture so I'm going to bring in the best way you can do this with any animated texture so it could be an animated noise it could be an animated effect surface whatever or it could be you know a an mp4 so I'm going to use this one and this is marios FMX 2018 trailer which has got some stunning particle effects in and we're going to bring that one in so let's just hit open and now it is on here so I know this video is sixteen by nine the aspect ratio so let's just get the plane to match that so let's make it nineteen eighty wide by ten eighty top there we go that's not 1980s it's nineteen twenty excellent there we are and so now we've got that video on our plane but if I hit play it's not playing so we have to set things up here so let's go back onto our material let's click on the texture itself here which opens up the controls now we want it automatically works out how long it is and it's got the frame rate which is worked out correctly here as well I want to start it from about frame 200 and might alter this so now you can see it's changed slightly but if we hit play it's not animating why is it animating well we just have to go to the editor tab in our material and click on animate preview okay and now hit play so there we go if I just make those particles invisible so now we've got this video playing on art plane okay so that's obviously nothing to do with X particles you can do that in 10 or 4d and it doesn't give us anything new but we've got this really nice scene here which is going to give us some interesting effects once we could have mapped these to our particles great so now what we're going to do is make our particles be emitted from this video so how do we do that let's go back to the emitter and we will instead of emitting from the polygon area on the emitter let's click on that we're going to emit from texture and when I hit texture here a new tab appears texture so let's just click on that and now it's saying which texture tank do you want to emit the particles from so let's drag in the material now at the moment it's saying the emission channel for particles is going to be based on the color channel of this material and the color of the particles is going to be based on the color channel as well so what that means is that just make the plane invisible what that means is that it's only going to emit particles which are 50% gray and lighter and then it won't emit particles so what many black particles for example and then it'll get the color for those particles from the color channel but we don't want to kind of disclude the black particles we want just to emit everything so I'm just gonna put the emit channel tune on so it'll just every single particle will will emit from this plane so now the hit play is kind of there we've got these particles which are looking the same as the video let's just make those particles bigger we'll go to the display tab and that's instead of them being dots didn't be squares which I'll fill out so there you can see that we've got the first frame of our video but it's not animating even though the texture is animating the particles aren't and that's because they don't have the information to do that yet because they're being generated on frame 1 and then they're just staying in that initial state we need them to update per frame so the way we do that is we use a color modifier because that gets calculated every frame so let's go to modifiers and we'll go to control modifiers and let's bring in a color and let's go to the color modifier and the object tab so we don't want to set the color immediately if we do that all the particles will just turn white because we've got white selected here that's not what we want so we'll click on this we want to use texture tag so let's click on that and it says which texture tag do you want to use so let's drag in our thing again and we want to use the color channel so now if we hit play well it's it's better and worse at the same time because now we have some animation but the particles just seem to be randomly guessing the colors from anywhere on that plane they don't know where they're supposed to be positionally and that's because the particles don't have any UV information they're not guessing it from the plane and with that's what we need to do we need to give the particles the UV information from the plane which will then map this texture correctly so this is the trick we need to go to the emitter to the extended data tab and in the other data there is a UV emission data which we can select now this isn't selected by default because often you don't need this and it just means that each particle would needlessly be carrying around lots of data which could slow down sims unnecessarily so it has left as a checkbox you only put it on should you need it and in this instance we do so let's click it on and now it looks like it is working I'm just gonna dully in let's just omit some more particles let's do what are we on let's do a 100,000 particles and there we go so now we've got our animated texture and these are individual particles these and you can see they're changing their color per frame so we have got this fantastic plane of Mario's amazing graphic on our particles so those are the steps that we need to make to get particles to be able to respect these animated textures and know where they are in kind of 3d space to ensure that they are mapped correctly now we'll move on to the rest of the tutorial in a minute and look at how we can infect those particles and do a bit of bullet time but just before we do there's an awful lot you can do with this type of information so we're going to be using it's just to kind of create a really nice kind of glittery colored effect in our advocated particles animation but you can do much more with this data now we've got varying different brightness levels on our particles we could maybe map those so there's some really nice examples of this in Mario's content repository files which you can look at but just to demonstrate let's go to modifiers let's bring in a motion modifier and a rotator object so look it's rotating all of those particles and it looks a bit naff that's not what we want what I'm going to do is rotate that rotator by 90 degrees so it's going to spin on that axis it's like it's spinning on the y-axis now so they're all spinning at the same rate but if I go to my rotator and go to the mapping let's just adjust this and limit that rotation to specific particles we'll go to add to add a map we're going to map the rotation speed and let's map it to not the age of the particle but the color brightness so now what should happen is the darker particles shouldn't rotate very much and the lighter particles should rotate more let's have a look so you can see that we're getting quite an interesting effect as that animates on in fact look these first few frames I don't really like I wanted to start here so that's 37 so let's just adjust where this lets just where this video starts that's hitting the material go to the color tab click on the texture and start frame we want to do 200 plus what was it plus 37 wasn't it was it that yeah plus 37 okay so now it's gonna start at that point that's what I want and now you can see the rotator is only rotating those particles with a hundred percent color value when you're getting these incredibly interesting looks that would be almost impossible to kind of art direct if we weren't doing it via this method so that's and that's obviously just the rotator which gives that interesting look let's just switch that rotate or often obviously you can map any modifiers let's just put a bit of turbulence in there let's do a turbulence let's add a map and we'll do the strength of the turbulence to the color brightness so now we're only getting those brighter particles being affected by the turbulence such as potential strength of a bit that was a bit more noticeable so only the bright ones are being affected by the turbulence and the rest of them aren't and we could even add that rotator back in we're getting kind of that really intricate odd look which you wouldn't be able to do if we weren't getting this really interesting animated UV color data okay so that's basically how the UV emit works and how you get it set up so now let's set up this nice advection scene so we can recreate Mario's fantastic look we'll start a new scene for that so let's bring in a plane to this new scene here's our plane and what we're going to do is emit particles from this and we need to put a texture on because we're going to animate that to get this glitch effect so we'll double click in our material area here to create a default cinema 4d material let's stick that on our plane then if we go to the color Channel of that material and the texture window we'll put a cinema 4d noise and there's our noise and let's just click on this thumbnail which gives you the editing settings let's change it from the default noise - let's try fire alright and I'm going to put that global scale up to say 700 so if I hit animation speed say I don't know point 5 and hit play right so we're getting a nicely animated noise okay that's where we're going to emit our particles from excellent so let's set up the particles we'll go to the X particles menu let's bring in a system and the default emitter let's go to the object tab the emitter shape and change it from rectangle to object and then I'm going to drag in my plane good so we're not going to we don't need to set the texture coloring settings in the emitter cuz remember we're going to use a modifier to do that because we want to do it every frame so the particles change with the animated noise so let's just change the rest of the settings we'll go to the emission tab of the particles and let's take away the speed let's change the emission mode from rate to shot and we'll start with a hundred thousand particles we might have more might have fewer I'm not sure yet and in the display I'm just going to change the editor display from dots to squares so now if I hit play we've got particles and they have been born let's make the plane invisible they've been born on these is that the polygons centers at the vertices polygons centers which isn't what we want so let's go to the object tab of the emitter and change it from polygon center to polygon area and there we go so now they're covering that playing nicely so what are we going to do now we need to get these particles to respect the animated texture of this plane so we do that with a modifier remember so we'll go to the modifiers menu control modifiers and we'll bring in a color now at the moment it's set to set color immediate so if I go to the color and change this to any of these it'll update in real time because this modifier will update this color every frame so obviously we don't want to just change color so let's go to the color operation section and change it from set color immediate to use texture tag click on that let's drag in our texture tag from the plane so it's kind man sees animating and it's sampling the colors from that texture but it hasn't got the coordinates right so that's because we need to activate those UV coordinates in the emitter remember so let's go to our emitter to the extended data tab let's just pull it up a bit and we need to go and activate UV emission data let's click on that and as it resets now we've got our particles respecting the color changes of that animated noise and it's spot-on fantastic so that's our particle setup this is this is what's going to give us our glitch effect that animated noise so the way in which we're going to get our particles to move up and kind of retain them and do that nice kind of slow motion look is we're going to do an explosion effects explosion and we're gonna use the velocity of that explosion to move those particles around so let's just we'll rename that emitter first let's just rename it emitter advective because they're going to be affected by the by the explosion and I'll just switch that off for now great so what do we need to make this explosion well first of all we need the explosion effects dynamic solver so let's go to the dynamics tab and we will choose dynamics and let's choose an explosion of X solve it and we get our exposure effects grid and all of the explosion has to take place within the bounds of this cube and you can see it's got this grid on the back and that's telling you the voxel resolution the smaller the voxel size means the more voxels in the grid which means a much higher resolution simulation but it'll take much longer to solve so we've got our plane here this is where our particles are going to be born from and we want the explosion to happen under the particles and then to push them up so we're going to need a little bit more Headroom here yet so let's move that up we want a little bit more width and we'll do a bit more width on this side so that's probably enough let's move up a little bit more so now I've drastically increased the size of this box but the voxel sizes remain the same so effectively I've hugely increased the simulation density of this area because I haven't made the voxel grid size any bigger so this is gonna take forever to simulate and we don't need it to be this detailed because we're not rendering the volume not rendering the smoke on fire we're just using the velocity information to push particles around so we don't need this resolution so let's go to the solver tab of our exposure effects and let's increase that voxel size way up okay so that is far few of oxes which means it's less accurate but it'll simulate much more quickly and this will probably give us enough detail at this size voxel size of 10 centimeters okay so now what we need to do is we need to create some particles we're going to make a particle blast and those particles we're going to give fuel and they're going to make the explosion so let's go to our emitter tab and create a new emitter I'm just going to bring it near the bottom let's go to the object tab of that emitter we're going to change the emitter shape from rectangle to circle which gives us this look Anna can you see our particles this a black and gray that's because our color modifier is affecting this emitter as well as our add vector Demeter and we don't necessarily want that so in our new emitter let's go to the modifiers tab and we've got an exclusion list here let's drag in our color modifier so that's been excluded and now they're just our born green particles good so let's go back to the emitter object tab so we want these to be firing upwards so let's put the plane to the plus y so now they're going upwards we want to reduce the size of this way down and say I don't know like 2 centimeters I want a cult if I hit play now you see the firing upwards and if we increase the cone angle it fires them out like that but what I want to do is add a bit of coal angle variation and the way we do that is we have to have ring only selected and now we get a cold angle variation amount let's run that way up and this is going to give us a really nice array blast yeah that's great that's gonna work so now we only want these to blast for a short amount of time so let's go to the emission tab let's change the emission mode from rate to shot let's keep it a thousand for now we don't want these particles to live forever we just want them to blast fuel for a little amount of time so let's uncheck that and we'll give them a life of at a note maybe like eight frames with a variation of three so now we're getting this blast great and the last bit of variation we're going to give to this blast is we're gonna give them a varied speed so by default they're all going at 150 centimeters per second so let's just say put a hundred variation and now we've got a really varied blast okay so now we need to set these particles on fire so the way we do that is it's a two-stage process first of all we need to give them some fuel so let's go to the extended data tab of the emitter we'll go to the physical data tab and we'll give them let's just start with that anode to fuel it's still they still won't blow up because now we need to give this emitter a tag so it can communicate with our explosion effects object so let's go to tags X particles tags exposure effects sauce leave everything is default hit plain see what happens all right so there is a small animation so what can we do to make that better well first of all let's do a few things our explosion effects domain has a voxel size of 10 centimeters so in our emitter let's match our particle radius to that let's put that up to temp let's increase the amount of particles to 10,000 okay that's looking good now the last thing I want to do is I want this fluid to respect the particle velocity and if we go to the emitter tag we can see it as a hundred percent velocity let's ramp way up which should get this fluid following the velocity a little bit more okay that's better and this is running quite smoothly so what I'm going to do is I'm going to just reduce this voxel size a little bit let's put it down to say 8 okay that's giving us more flue fuel so I think we could maybe have these moving a bit faster let's go to our emitter let's put this up to say 200 with a 150 variation that's looking nicer let's see could we have them spurting out a little bit more let's go to the object tab of our emitter we've got a cone angle of 18 let's put that up to 25 with a 40 variation nice so that's looking like quite a nice little explosion and if you imagine this plume is what the shape of our invited particles gonna look like now I just want to make sure that we've got enough depth here and enough irregularity in this shape so here's what we can do we can let's rotate this emitter so it's gonna just spit out a little bit in that direction maybe do that slightly more good and then what I'm going to do is I'm going to hold control and I'm gonna copy that emitter so we've got two now and I'm gonna rotate that one the other way to see if this makes it look a little bit more irregular and let's have a play okay so that's looking pretty nice and might just try putting going to both of my emitters go to the extended data tab which I just giving them a little bit more fuel let's see what happens yep that's looking nice excellent so that'll probably do is for now we can make some adjustments but that's looking quite nice let's just finally go to the emission of both and [Music] I'm just going to I'm just going to add more speed variation yes I'll just wanted some of it to hang around a little bit more at the bottom that's looking good so for now that's going to do with the exposure and we're gonna make a couple of tweaks because we're going to want to read time this in a bit but let's just get an idea of how this is looking when we are infecting our particles so I'm going to reactivate my emitter and vetted particles so now they're all born now if I hit play these particles aren't going to get advective nothing's happening with them so what's going wrong well we need to tell them to be advective by the explosion so let's just make the explosion effect is invisible and in the explosion effects we have an advection tamp so let's click on this and click add vet Carta khals just leave it as standard for now and see what happens now something weirds happened it's ad Vechten the particles but the explosion doesn't seem to be following that shape that we had previous let's just make the exposure effects visible again let's hit play now our explosions gone all weird why is our explosion gone all weird well that's because our emitter particles which are the smoke and fire ones they're also being advective by the smoke and fire there and it's messing up that messing up that explosion so what we need to do is exclude our explosion of EXA meters from being advective so the way we do that let's select both emitters we'll go to the modifier tab of those emitters and let's drag in the explosion effects so they won't be unvetted by it let's have a look now so now we've got our explosion back as it should be and it's only advective our other particles so let's just make the explosion effects invisible so here we go we're kind of getting there now there's our simulation and they're getting ad vectored up and that's looking really nice so here because we have our advection set to set mold so basically these particles are inheriting perfectly the exposure effects when they reach the top of the diamond domain we're getting this clipping and so what we're gonna do is put this outside of our render view but at the moment I don't think we've quite got enough room to get our our full kind of animation let's have a look we want to be about this zoomed in that's looking nice so we want these particles to be able to get up higher before they click the top we want this clipping to be outside of the frame so what we need to do is readjust the size of that explosion effects grid let's pull that way up there we go let's bring that invisible again so we're getting this really nice advection of these particles and they're going to make their way or all the way to the top I'm not going to see them clip very nice alright so we kind of got in there this is looking pretty decent so what are we doing we have so let's just make it more obvious the animation of this noise because remember these particles are supposed to be respecting the animation changes of this noise so what I'm going to do just to make it more obvious I'm going to clip this noise to make it really bright and let's increase that animation speed and see if we can see them flashing in our in our simulation let's have a look it's there we can see they're flashing the change in color is that noise is animating we're getting this really nice glitch effect now it might change the noise tide because this is looking a little bit too subtle we want it to be much more glittery as it changes color but that's working quite well it looks like we've got some stop particles here so let's just have a look at our explosion effects domain and I think we perhaps are gonna have doing yes so so they're getting trapped on the width so let's just take our domain and make it a bit wider so we're not getting any particles trapping when we kind of zoomed in alright good so let's just let's forget about the color for now so I'm just going to switch off that color modifier now what we want to do is retime our particles so we have them coming up but then we want them to stop and go into a nice kind of slow motion and then continue up so how do we re time this well we need to do two things we need to both re time the explosion effects sim and we need to do another bit of retiming for it to work properly so let's demonstrate will re time the explosion effects sim first so let's say at this point at frame 80 we want the sim to stop or to go into slow motion how do we do it well the way in which we're going to do it is in the explosion effects we can go to the simulation tab and we have a simulation speed setting and it's set to a hundred percent which is real time but we can keyframe this down so let's try that so at frame eighty two I'm gonna hit keyframe and then what this is kind of should we try ramping it into a slowdown rather than just immediately slowing down so then let's let go to say frame 100 and put that way down to 10% so let's just make those particles invisible the ad vectored ones and let's just have a look at this so this should remain full speed and when we get to these keyframes it should then slow down to a crawl so that's really nice isn't it it's still moving still animating but only very slowly so we could completely stop it if we went down to zero that would be fine if you wanted to do one of those kind of bullet time shots but I quite like it slowly moving so let's get a feel for it so it's stopping stopping this is where we're gonna do the real erratic glitchyness of the shader change and then boom on 220 we want to ramp this back up so let's put another keyframe few more frames and then back up 200 and add another keyframe so let's have a look and get a feel for this there it goes and ramps down to stop we're gonna a nice flashy glitchy particles here which is gonna look really cool and then warm back to full speed fantastic so it's easy as that to read time your explosion effects sim but what happens if we add vector particles now with that read time sim let's have a look at what happens by default so it's kind of working okay kind of working okay and then it doesn't really work the particles are still moving at they're kind of full speed as the fluid slow down this is kind of lost its shape it looks okay let me just show you one thing you see all our particles are completely black even though we've got our color modest modifiers switched off that's because in our explosion effects domain under the advection tab all of this data has been created by explosions being passed on to the particles the smoke the burn the temperature the velocity color and UV so the color data has been passed on to the particles and we're not we're not actually producing any color day to look and solver i've got color switched off which means that it's just making the particles go black so i can switch off that color in fact i can switch off all of these apart from the velocity the velocities the only information we need to pass on to the particle which is the movement so now these should stay green okay but we get to the rattan bit and it's not working properly and that's because we need to do an additional step we need in our emitters let's just highlight both in the object tab we need to retime the emitter to match the re timing of the explosion of X now we could just keyframe this amount in the same place in the timeline as we had with explosion but there's much quicker and easier way of doing this and this is if you've never used any expresso before this is probably the easiest way to get into the power of what expresso can do for you and the way I'll show you now actually it's all completely automated so it's not complex at all so what we want to do is this we want to go to our simulation tab we want to say whatever happens to this slider is copied and happens in the emitters retiming slider as well so the way we do that is it's dead easy you right-click on this parameter that we've keyframed in the exposure effects right-click expression set driver and then what we do is go to our emitter advective particles and let's go to the object and we need to go to the re timing and let's right-click expressions set driven absolute and can you see that an expresso tag has been created automatically for you and all this is saying is whatever happens to our exposure effects setting here it will be mirrored here into this little black triangle that is saying that it's it's being driven by expresso so if I hit play now let's just make the exposure is invisible let's go so now we're getting it look see the retail value has gone down to 10% it's respecting the simulation speed of explosion and then it's advective upwards fantastic and that is happening because we have set an expression the driver in the explosion effect sim speed is driving the retiming speed of our particles fantastic and now we're getting this kind of bullet time look that we want so this is when it's actually I don't like it ramping down I think I want it to stop very abruptly so I was wrong in spacing out those keyframes so let's go to my exposure effects object and I can see here is the offending keyframe let's put that way down I want it to almost snap to that new speed let's try again so really fast stop and then ramps up again so you can mess around and do whatever speed you want you can make it completely freeze you can make it go incredibly slowly whatever but I'm going to keep that as it is okay so that's looking good so now we've got our particles working that's looking good fantastic so let's get our colors back up and running then so we'll reactivate our color modifier and let's kind of start getting a camera angle that we think is going to it's going to work for us so obviously that's going to be out of shocked to start with something like this and then look we're getting this nice this is the bit where we want our really nice animated texture to start the glitching and then they go up again so there's a couple of things we need we need way more particles but let's just leave it at this for now because we're getting nice playback so I think the noise arguably the noise texture is too big so let's just go back into our material back into the noise settings let's put this down to save 500 or even 400 ups not 4400 let's try that you can see that effect stunning happen can't you and so I'm gonna put it down even lower two hundred and I don't any animation speed when they're first born you see we haven't got enough white here so let's just raise this up sort out this clipping a bit there we go and try that we wanted to be quite patchy but not ridiculously so are so that's looking quite nice so got a nice consistent pattern throughout that with various different amounts of white and black and Gray's good so what I want me to do is I don't any animation in this color texture as it emits but then as we get to our slow ocean point here's what I want to start start glitching and we'll do some nice sound design at this point as well to match that glitching so at frame 81 is when we start getting our retimed one so let's just take it we'll leave it here for now we can always move it let's animate this animation speed so I put a keyframe on 0 let's move it's always a good idea when you're animating the animation speed is to ramp it up otherwise you're going to get a sudden flash as the noise changes immediately whereas if we ramp it up it shouldn't just completely completely flash let's put that on to point five and have a look see how that looks so there shouldn't be any animation and that noise now but then when we get to the slow motion bit and then it starts glitching and that looks really nice doesn't it I think we need to increase that animation speed up to say maybe in two here we go flash flash flash flash very good so you see when you ramp up the animation speed there's a slight problem with it and you've probably seen it if we want to show as the animation speed animates up you get a really fast turnover which will rush and then it slows down so I think to get away from that what I'm going to do is let's try putting the animation speed on quite a high number but oh I'm sorry that's wrong let's stick it there let's put this on a high number but then let's move that so we're just getting a long ramp all the way up to here and then we'll animate it back down again so let's see if that just gives us a nice consistent flash all the way across flash flash flash flash flash flash flash flash flash flash flash yeah that's looking notes that's better isn't it that's looking really cool and then and then we'll ramp it down at that point as it comes back up to speed here let's put a keyframe to zero so this is our animation first price price price for a flash love it and then it's going to ramp back down fantastic right so before we get onto setting up a camera let's just omit some more particles at the moment we've only got a hundred thousand I think we could probably get away with the more particles you got the better this is gonna look basically in the final render so let's just try 300 thousand particles I'm just going to change the display mode to dots which will seem a bit more quickly now remember we uncashed any of this happen to work out the explosion effect at the same time so we could actually cache the explosion FEX sim which would make this stage a little bit easier so that we've got an ISO that we're getting this animation it's cool tell me what we could do as well I think we've got a real ease in and ease out of these animation out of these keyframes so let's just make that a linear track instead so what's lots of ways to do this let's just go to the material let's go to the texture and this animation speed this is all of keyframe if I right-click on that and go to animation and then I can go to show F curve which brings up the F curve and you can see here these are all bezzie a so let's just make it linear and I think that's going to look a bit better let's have a look so you can see with the more partner colors and make them smaller we're getting this really nice kind of wispy nurse which is gonna look really cool when we do an additive material in cycles yeah so there we've got our changing glitching of the noise looks really nice okay that's like an excellent right so what I'm gonna do let's get this cashed now that I'm pleased with now I'm pleased with everything so let's go to other objects and bring in a cache now I don't actually need to cache the explosion effects explosion because I'm only using it to add vet these particles and so it's just gonna it's just gonna create files that I don't need it's creating more data so let's go to the inclusion list and let's just uncheck explosion effects so it's just going to cache the particles and I'm going to exclude the particles that were using to create the smoke and fire because we don't need those it's just our emitted advective that we want to to cache so that's good let's go back to the object tab so I'm gonna cache these as external files I'll compress cache on build this compressed cache on build will make your cache folder considerably smaller and by it can be you know over 50 percent smaller if you compress but it means the cache will take longer to to go through because obviously it's having to compress each frame so I'm gonna just switch off for now and we're going to cache all three in two frames let's build a cache and this is gonna take no probably about a couple of minutes so once it is finished I'll come back tell you how long it took and we'll set up the scene so that took two minutes and three seconds to cache and it is a 10 gig cache so that would have been considerably smaller if we'd done compress cache on build so now those advective particles are cached I can switch off the explosion I've been switched off the emitters that were used to blow up the fuel and now we're just we can scrub through with our glitchy particles fantastic so that's looking really nice so let's just set up we're gonna do a really basic camera move here and we'll just set up I think we'll just have a kind of a camera that's rotating around this sim super basic so what we're gonna do is let's click a camera in the view that we're in and I'm gonna bring in a null and let's just rename this null cam control so what I can do is make the camera a child of the null let's look through the camera I'm actually going to put a protection tag on the camera so I can't move the camera at all so let's go to cinema 4d tags and let's put a protection tag on so now I can't move even if I want to so what we're gonna do here is if I just move forward to a frame say here if I get my cam controller and go coordinates and if we just animate the heading angle you can see that we're rotating around it so that's dead easy right very nice so let's just stick that to zero on frame zero we will put a keyframe and right at the end we'll rotate it by maybe 180 degrees and we'll probably want this to be a linear animation as well actually but let's just see how this looks no it's just just a slight but a movement makes it look a bit more interesting and you'll get a little bit of parallax between the particles and in the background and in the foreground so yeah that's that's looking quite nice it's arguably rotating a little bit too quickly I'm going to make this a linear track so let's right click animation show F curve press ctrl-a to select both of those keyframes and let's hit this to make it a linear move and we may have to reduce the amount amount 180 degrees is I mean it's quite a lot isn't it it's it's moving around right to the back face yeah so I'm gonna actually change that I don't want it to be 180 let's go back to that last frame I think ninety is gonna be enough there we go obviously you can pay far more attention to do camera moves you could do what would be quite nice would be if you had this camera working like this and then when we get to the point where we get the slow motion you could do like a snap zoom whether than a bit of kind of camera motion as if it has been handheld that look quite nice but we'll just leave it this gently rotating for now excellent so that's our basic scene that's all set up within cinema 4d and X particles now let's move into cycles 4d to do a really quick but really stylish render of these particles so here we are in my cycles 4d layout with the same scene here's my viewport with our animated particles which have been cached got our interactive render region here the real-time preview is not showing anything because we don't got any lights in the scene and I've got my material node editor in this big section at the bottom so let's just create a cycles 4d surface and we're going to make it in a mission shader and we're going to make a really easy emission shader which works kind of additively so if there multiple particles on top of each other it'll create a really nice kind of hot glowing feel so let's do that we'll create the surface emission and we'll put that on our on let's just unfurl our system so we're going to be rendering our admited advective particles so let's just drag this on here so before I start rendering this what I'm going to do is put an instance tag on this emitter advective now this will just render as is but what cycles does its instances by default a sphere for every particle now we have 300,000 particles in this scene so it's going to be making three hundred thousands fears each with 24 segments so it's making a ton of polygons which is probably going to be quite slow we don't need to make that many polygons so what we'll do that's got a tags cycles 4d tags and add an instance tag and this allows us to control those instances that cycles is going to make solook by default we'll got a sphere that with segments of 24 so what we could do to make this quicker let's just bring a cube into the scene and the cube with coordinates I'm just gonna put it miles away and the cube I am also going to give will actually we'll put that a mission material that we just made and we're going to put it on the cube instead of the particles and then in the instance tag I'm gonna drag in the cube so now it's going to be making cubes instead of spheres and the cubes are got far fewer polygons so it should work a little bit more quickly the cube is pretty big at the moment so before we hit render let's just reduce the size of it way down to say 5% so now let's hit render and see what we get there's the so the cubes are still too big you can see they're massive so look what that's in the cube let's just change it down to save 50 50 and 50 then cycles will recalculate so I'll still way too big on they let's go 5 5 and 5 there we go so we're starting slow but because we're rendering them so small they're not going to look huge in the scene they're not they're not gonna look cubic so let's go back to our instance tag and they could have been smaller let's do them at oops and [Music] let's put some size variation of 20% in there okay so you can see straight away just by putting a white emission emissive material on there it looks quite kind of silky and quite smoky but what we want to do is use some of these black and white colors that we got from animating that noise texture on our plane so the way we do that is it's really simple at the moment our emission texture is just here's the output node and we've got the emission shader going into the surface and it just has a color and a strength and that's it if we put the strength up obviously it'll be shining more brightly and it glows more so let's just leave that on the default one for now and we could just change the color so every particle would be the same color but instead what we want to do is take the particle color that we have cached and stick it into this color input so let's right-click go an input menu and we want a particle info node and this is all of the info that we're able to get out of that particle all of these things the particle carries we want the color so if I pipe the color into the color input now it is giving the darker particles a darker and the lighter particles are lighter so that's kind of looking interesting so we're gonna adjust these we're not just gonna have it beat have it be black and white but what I want to do is make this like an additive material so what we need to do is really set up this what we'll do is we'll right-click and we'll go to shader and we want an ADD shader and what we're going to do is we're going to add the emission shader with a transparent shader so let's right click shader and bring in a transparent if we add these together this will now become an additive material and you see the areas where there are multiple particles it starts to give this kind of glowing additive effect because we've got that transparency so that's pretty cool so finally what we want to do is we just want to add a bit of color so what we can do is we can take this black and white color output and apply it to a gradient and then remap it to make it colorful so what we'll do is right click will go to convertor pull a ramp and stick that in there okay so doesn't look much different but what we're able to do now is edit this color ramp so let's just I'll pull that down a bit so let's we could just do it with the preset so let's load a preset and I mean look there's all kinds of codes ridiculous temperature were armed and now it's completely remapped those colors so the black ones have been turned blue and the white ones have been gone back to blue as well on this side in fact let's just get rid of those blue values Ryou update so most of it's happening within this range of our gradient but that's okay so let's we don't obviously don't want this so let's just take that one off and we'll go with we'll go with this one which is looking nice the white is probably a little too I just take that one out and let's just with this not let's make it a bit darker with additive materials it always makes things look a lot lighter because obviously the values are adding so we'll just darken it up a bit all right that's looking quite interesting now and let's just see if we can add instead of this one let's see if we can add a little bit more green into there I've got a bit of a green hint now which is looking pretty nice so I'm just gonna make this a little bit bigger now let's increase the size I'm looking at seventy percent okay so that's looking nice so what we want to do I think perhaps what we could do is in our instance tag we can make these a bit bigger more variation okay good and let's just put that emission strength down a bit okay and now we could do with some we really need some shallower depth of field in here which was really going to make this pop so let's get our camera that we've locked off we need to make it a cycles cameras all go to tags cycles 4d tags and add a camera now this will allow us to if we go to the Settings tab to the depth of field size and just increase that will blur out those particles now they've all gone out of focus so let's go to the camera object tab we've got a focus distance picker so I'm going to just take that and I'm going to pick these particles in the front that's brought them into focus so now what I can do is add a little bit of a shallower depth of field okay that's looking nice and I think we could even make that a mission a bit stronger we want it to look like it's glowing a little now if we wanted to we could add some glow in cycles and I would normally not do this in the render if I wanted to add glows I'd do that in the composition stage the compositing stage but we can do it in cycles should you wish if you just want to get it out in one render if we go to the camera tack post effects I can apply a bloom which is going to be a bit over-the-top but you can see we've got this glow if I increase the threshold so only the brighter bits are glowing and there we go push up that intensity so there we can mess around and get a bit of a glow happening should you wish you can reduce that radius down a bit so it's a tighter a tighter glow and that's going to give you a glowing look but again I wouldn't bother with this in the render time I would much rather be adding glow effects in post so let's deselect that okay so the final thing that we're able to do here is add a little bit of motion blur in cycles and then now just bear in mind that motion blur will substantially increase your render times because it's having to make lots of calculations per frame to get that motion blur to work so as to look at the proceeding frame and the frame after the one it's actually rendering to get the motion blur to work correctly and so it vastly increases the calculations that are made but we could do that let's just go to our render settings will change the renderer from standard to cycles and in cycles well let's just set this up for under actually because we've been looking at the preview let's just get it rendered out so the device I want to change it from CPU to CUDA and I'm going to we can ignore all of this tiles and leave that by default so ignore the performance for now the samples is really important now in my real-time preview I've got the sample set to 20 which is looking pretty decent I'm gonna put this up to 30 for final render output and everything else I'm going to leave as it is let's activate motion blur okay and then we'll go to our output so the output I'm just gonna render at 720p to get out quickly I'm gonna render all frames and then let's go to save I'm going to render these as openexr and I'm actually going to put it down as just as a 16-bit Channel and in fact in the openexr you've got options here so yep so we've got compression so that's it we want lossy EXI it'll still carry lots of information so it's going to look great and we'll put my file/save location here and I think we've pretty much ready to go right so we'll start that rendering and when it is finished I'll show you the finished result and tell you exactly how long it took so here we are in the picture viewer and that render took two hours and 10 minutes at 720p for just under 300 frames so let's just play that through from the beginning so we've got our initial burst of particles and then we've got the re time to get this really nice flashing glitch as the noise is affecting the color of those particles and then it bursts back into full speed so that's looking pretty nice I think the slow-motion part lasts for too many frames so I'd do fewer of that and I think also this section I think what would have been nice was it as soon as the animation starts back into full speed the animation of the noise stops and I think we could have had a bit of that ramping down so it was still animating slowly here down to zero so we didn't get this sudden jerk of the colors going back but all the same looks pretty nice and let's just run that through that again so we've got we can see the nice milkiness of the motion blur that we got from that and then we've got this really nice animated noise as we get this pulsating colors throughout our particles and obviously in the composition would do a bit of color correction on this let's just have a look in the filter in the picture viewer and let's just do it really basically add a little bit of contrast to make it look more kind of luminance and we're going to even add a bit more saturation to really make those colors pop and that's looking really nice so we've got this first initial start then this lovely little kind of glitch flickering and then back into full speed so that is it one really nice recreation of Mario scenes but remember this UV emission data doesn't need to just be used for animated noises it be used to project any animated texture onto particles including you know animated graphics it could be video shots it could be whatever and you could also use these to map various different modifiers so incredibly powerful technique I hope you enjoy that one and I look forward to seeing what you do with it [Music] [Music]
Info
Channel: INSYDIUM LTD
Views: 29,778
Rating: undefined out of 5
Keywords: X-Particles, INSYDIUM, C4D, Cinema4D, Cinema 4D, MAXON, VFX, MotionGraphics, Update, Cinema, 4D, xparticles, particles, simulation, cgi, vfx, mograph, motion graphics, 3d, 4d, effex, visual fx, software, tutorials, tutorial, tip, hint, help, quicktip, trick, hints, advection, ExplosiaFX, Explosion, Depth of Field, Motion Blur, 3d Animation, Cycles 4D
Id: hycQlFrHFRU
Channel Id: undefined
Length: 62min 55sec (3775 seconds)
Published: Fri Jul 26 2019
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