Such a brilliant tutorial! The way you were able to solve each problem you encountered is really impressive. Even after using C4D for years, I still have so much more to learn because I wouldn't have thought of half of these solutions😭
ok now this is amazing!!! i think to force the per-frame cloner update you need to rearrange the order of some of the objects in your hierarchy as c4d processes tasks from bottom-to-top in that order. im not talking about child-parent hierarchy, im talking about order of appearance in the object manager. move the target effector under the cloner and maybe the VDB cache (not as a child, just under but at the same hierarchical level as before), and it will start updating every frame.
great tutorial. thank you. If you are looking at this using later pyro versions - it seems a bunch of the settings moved to the - pyro output object - pyro or partials tab.
Yeah I get it. But cinema need to fix their engine, so it can handle way more polys and points. So I think it's gonna be a long wait before that happens
Hi, this is very good as we doing in X-particles only. but now its possible. Also can you give an idea how to apply this advection in C4D HAIR system?? ))
totally awesome! super smart approach! is there a chance you can help with recreating this Tutorial in the new C4D 2024? Pyro has changed and I cant find the check surface emission. thanks!
Pyro actually looks way more versatile than xpExplosia, plus it's part of the C4D dynamics system so it can interact with other dynamics objects (softbodies, cloths...)
Any ideas as to why when I cache the simulation the smoke stops colliding with the floor? The smoke hits the floor and spreads as per the tutorial, but when I cache the smoke just falls straight through the floor.
Do you have a summary of the render settings you used. It looks great until rendering. Using redshift here and cant seem to find settings to make it render out the colors
Thank you for the lesson. There is one problem, how to render the first option? Neither the sweep nor the hair material shows the particles in the render.
You can do that but it's optional. You can use "live" velocity data for advection, cache or even load a stored velocity vdb sequence in the volume loader.
Object fidelity replaced that. It is now relative to the voxel resolution of the simulation (Ctrl + D > Simulation > Pyro > Voxel Size). If your voxel size is 10 cm and fidelity is at 50%, then the voxel size used for the emission object is 20 cm.
Object fidelity replaced that. It is now relative to the voxel resolution of the simulation (Ctrl + D > Simulation > Pyro > Voxel Size). If your voxel size is 10 cm and fidelity is at 50%, then the voxel size used for the emission object is 20 cm.
Technically I was playing with cinema 4d, the Tracer that you add, you must place a "Redshift Object" you change it to "Boxes" and try to decrease its size from smallest to largest. Once you have finished adjusting, put an emission material on the tracer and enable bloom.
Hi really nice tutorial, I'm new to Pyro but... I have a problem though as the update to Pyro has changed the options and added others, for example the tag settings like Voxel size and surface emitter have all changed? how would I achieve the same effect ie with emission control via keyframes etc with these new changes/omissions? any help appreciated! thanks :)
Object fidelity replaced that. It is now relative to the voxel resolution of the simulation (Ctrl + D > Simulation > Pyro > Voxel Size). If your voxel size is 10 cm and fidelity is at 50%, then the voxel size used for the emission object is 20 cm. Surface emission is now in Emission mode to make it more explicit what the alternative to "surface" is.
You are probably using a newer version of C4D. It's the same thing. It was just renamed for clarity. A lot of people confused the object holding the pyro emitter tag with the actual output of the simulation. Material assignment, meshing, caching, export, referencing grids as forces in Field force, all of that is done with the Pyro (Output) object.
Thanks for this great tutorial - I hope its ok to suggest some improvements. There are several points where you just state "click this" or "set this to X", without any explanation as to why. Youve obviously worked through these processes and found the settings that worked best for you, but it would be super useful for us to know even slightly why. Not only does this increase our understanding while we learn the main steps, but also helps us understand what to come back and play with later, or even to troubleshoot if we run in to issues. I myself much prefer tutorials that arent just showing a process, but actually teaching the understanding behind the process. To give you one example, when you are setting up the cloner system, and you feel the height of the cloned cube needs to be longer - why? And when you state the cloned effect should display this circle at the centre - why? I can see we understand this ourselves later, but it would be great to have less of just instruction, and more teaching. Thanks!
Thanks for the comments mate, you're so right. I'm trying to make the content the best on CZcams, but sometimes I mis a beat. So thanks for reminding me of the importance of the process. This is is right on the nose of what I want me content to be.
@@lukasthorup All good man and thanks for understanding my tone and how it was meant :) And of course thanks for all your hard work with these tuts, theyre a great resource!
Wow, nothing worse than getting half way through your absolutely brilliant tutorial to realize Maxon has gone and changed things AGAIN. Why would Maxon have decided to remove fields from the attractor or the deflector? They must have figured out another way to do this, using some node, or ticking some box somewhere, but having to figure out how to use this program all over again every other update is ridiculous and sending me quickly along to things like Blender. Maxon's propensity for constantly changing things is making me question spending (or rather wasting) any time on that software.
Blender developers will never understand that the settings in one panel are much (much) better and faster than their idiotic nodes, which take up a lot of screen space and a lot of time to study them, and some people believe that Blender will soon be ahead of Houdini and Cinema 4D: ))) Naive fools. Nothing simpler than C4D has yet been invented!!! 99% of needs are done without nodes!!! In addition, C4D works many times faster than Blender, this applies to all areas: particles, physics, animation, tracking, etc.
Such a brilliant tutorial! The way you were able to solve each problem you encountered is really impressive. Even after using C4D for years, I still have so much more to learn because I wouldn't have thought of half of these solutions😭
love this! could you please make a tutorial on the material/lighting setup used in the render with the blue/red particles? much appreciated 🙏🙏
Absolutely brilliant, I'm gonna try this technique, thank you Lukas, keep going!
That's amazing man! Thanks so much for sharing, this is next level!!!
Again another great tutorial. Thank you Lukas ♥
ok now this is amazing!!!
i think to force the per-frame cloner update you need to rearrange the order of some of the objects in your hierarchy as c4d processes tasks from bottom-to-top in that order.
im not talking about child-parent hierarchy, im talking about order of appearance in the object manager.
move the target effector under the cloner and maybe the VDB cache (not as a child, just under but at the same hierarchical level as before), and it will start updating every frame.
Why haven't i encountered this channel before?
Top quality stuff! Thanks man! You're one talented artist!
Thanks dude 🙌
great tutorial. thank you.
If you are looking at this using later pyro versions - it seems a bunch of the settings moved to the - pyro output object - pyro or partials tab.
Thanks you Lukas! Amazing tutorial!! One thing I would love to know, do you have any ideas about how to bake this?
Awesome tutorial. Thank you for sharing!
Thank You! Such a great idea!
Houdini making me go bald at age 29 , i hope cinema 4d will do something up coming days
Yeah I get it. But cinema need to fix their engine, so it can handle way more polys and points. So I think it's gonna be a long wait before that happens
Great content as always Lukas! Thank you.
Appreciate the love mate🙌❤️
Isn't Lukas a legend!
Thanks very much!!!!
Great tutorial! Thank you for sharing!
Lukas!!! This awesome videooooooo🎉❤
Awesome tutorial. Thank you!
Fantastic tutorial, man, keep it up! One question: can we render out the colors at 20:25?
Thanks!! Awesome tutorial, but lacking the rendering part :)) idea of impulse lighting is so rad, would like to know how to do that :)
Amazing !! Thanks a ton !!
thank you
You're C4D magician! 🧙♂
That tracer trick to only show only moving particles was absolute genius!
Thanks dude🙏
@@lukasthorup Is the only way to render that tracer in Refshift using a RS Hair Material btw?
No you can also use a redshift tag, or a standard sweep
Wow, this is one smart tutorial brother!
Great Tutorial. Klasse.
Thanks Lucas
awesome Tutorial - THX
Impressed. I don’t know, it takes my soul ...
This is awesome!
Can you please make tutorial on how to render this out with material in redshift
thank you for this great video
Lukas!, this is amazing men! work very fine with a piece I'm working on! thank you so much! 🤝🤝🍀🍀🙌🙌💎💎
jaw dropping
Amazing!!
Hi,
this is very good as we doing in X-particles only. but now its possible.
Also can you give an idea how to apply this advection in C4D HAIR system?? ))
Dope Bro! rlly awesome!
Super tut! I subbed.
Amazing!
Thanks! very usefull
Very nice, thank you
Can you make tutorial about 3D surface advection?
I want to know how the post-rendering achieves the effect shown in your video? I tried many times without success
Sehr COOL!! Danke!
totally awesome! super smart approach!
is there a chance you can help with recreating this Tutorial in the new C4D 2024? Pyro has changed and I cant find the check surface emission.
thanks!
looks like its under - pyro tag -> tag ->emission type.?
Fantastic 🔥
Unusual video
many thanks
Super!
There isnt an surface emmiter keyframe option for c4d 2024. Any workaround or am I missing it? Great tut.
Look is great !!!
Great stuff lukas, thank you
Thanks dude
Hi,
Scenes what are at intro are without xparticles?
Please tell me, will there be a sequel?
I always waiting for your tutorial, but now you did an amazing one
Go ahead and create more tutorials please
Insane, Cinema 4D is getting slowly closer to X-Particles but still far yet 😅
Thank you for those awesome tuts
Yeah it's wild👌
Pyro actually looks way more versatile than xpExplosia, plus it's part of the C4D dynamics system so it can interact with other dynamics objects (softbodies, cloths...)
Is it possible to bake 1 variation(no cloner)?
Any ideas as to why when I cache the simulation the smoke stops colliding with the floor? The smoke hits the floor and spreads as per the tutorial, but when I cache the smoke just falls straight through the floor.
Super 🎯amazing
Thank! Just a like for your efforts!
I cant turn off Surface Emission ... How to Trun it off in new version?
Can you do a tutorial explaining the Fields in depth? The whole layer system... looks so powerful but I dont know where to start
That's a great idea
@@lukasthorup YOU are a great idea!
Do you have a summary of the render settings you used. It looks great until rendering. Using redshift here and cant seem to find settings to make it render out the colors
You need to use the color user data node and then pipe that into a ramp
How can I texture the particles though?
Great work!
Is it possible to export Cinema 4D particles and pyro to Unreal Engine 5?
the pyro outputs a VDB as standard when you cache your sim. sp you can use that for the smoke
Anyone else having an issue where the pyro object in their plain effector is flipped on the Z axis? Causing the animation to overlap as it unfurls?
Thank you for the lesson. There is one problem, how to render the first option? Neither the sweep nor the hair material shows the particles in the render.
you can use the redshift object tag, and then you can select hair stings as the render type
and for the sweep, try putting a connector object on the trails and then the sweep
Have you also tried exporting the velocity of the sim and advect the particles with it?
I also assumed this would involve exporting the velocity info :)
You can do that but it's optional. You can use "live" velocity data for advection, cache or even load a stored velocity vdb sequence in the volume loader.
Rendering is taught too
Haha the video is awesome, don't worry!
is the option for object voxel size gone in the latest c4d version? its not listed anymore
Object fidelity replaced that. It is now relative to the voxel resolution of the simulation (Ctrl + D > Simulation > Pyro > Voxel Size). If your voxel size is 10 cm and fidelity is at 50%, then the voxel size used for the emission object is 20 cm.
Woowwwww💥
This is great. Can this advection work with the new cloth?
Yes you can
@@lukasthorup Awesome! Can you show us next time?
I'll take it into consideration ☺️
So many of the settings have changed you now have pyro fuel and pyro emitter, I cant find the Voxel size any where haha
Got damn cinema!! hehe
Object fidelity replaced that. It is now relative to the voxel resolution of the simulation (Ctrl + D > Simulation > Pyro > Voxel Size). If your voxel size is 10 cm and fidelity is at 50%, then the voxel size used for the emission object is 20 cm.
How do I make the particles glow like in yours?
Technically I was playing with cinema 4d, the Tracer that you add, you must place a "Redshift Object" you change it to "Boxes" and try to decrease its size from smallest to largest. Once you have finished adjusting, put an emission material on the tracer and enable bloom.
Hello. Thanks for your tutoriel but I'm stuck. With object Attractor there is no "fields" to drop Pyro. Can you help me ?
There was a bug in some version. Newer versions should have a fields tab in the attractor.
How to render it with octane?
You can use the sweep method
Hi really nice tutorial, I'm new to Pyro but... I have a problem though as the update to Pyro has changed the options and added others, for example the tag settings like Voxel size and surface emitter have all changed? how would I achieve the same effect ie with emission control via keyframes etc with these new changes/omissions? any help appreciated! thanks :)
Did you ever figure out the settings? I am stuck on that part a bit too.
@@travishaggerty1430 not yet sorry... I'm keen to find some references to the changes to the interface but haven't had any luck so far...
@@calibre00 Lol, I've been looking too. It seems they just took it out and then??? No clue. frustrating for sure.
Object fidelity replaced that. It is now relative to the voxel resolution of the simulation (Ctrl + D > Simulation > Pyro > Voxel Size). If your voxel size is 10 cm and fidelity is at 50%, then the voxel size used for the emission object is 20 cm. Surface emission is now in Emission mode to make it more explicit what the alternative to "surface" is.
I cannot stop pyro emission in 2024.0.2
Yeah stupid maxon changed it. So now you can animated the density from 0 to 1 or vise versa ☺️
Can I render Pyro with V-Ray?
Yes you just have to use the v-ray VDB material
I'm guessing your favourite dessert is rødgrød med fløde
why does it bring a pyro output for me instead of pyro?
You are probably using a newer version of C4D. It's the same thing. It was just renamed for clarity. A lot of people confused the object holding the pyro emitter tag with the actual output of the simulation. Material assignment, meshing, caching, export, referencing grids as forces in Field force, all of that is done with the Pyro (Output) object.
Thanks for this great tutorial - I hope its ok to suggest some improvements.
There are several points where you just state "click this" or "set this to X", without any explanation as to why. Youve obviously worked through these processes and found the settings that worked best for you, but it would be super useful for us to know even slightly why. Not only does this increase our understanding while we learn the main steps, but also helps us understand what to come back and play with later, or even to troubleshoot if we run in to issues. I myself much prefer tutorials that arent just showing a process, but actually teaching the understanding behind the process.
To give you one example, when you are setting up the cloner system, and you feel the height of the cloned cube needs to be longer - why? And when you state the cloned effect should display this circle at the centre - why? I can see we understand this ourselves later, but it would be great to have less of just instruction, and more teaching. Thanks!
Thanks for the comments mate, you're so right. I'm trying to make the content the best on CZcams, but sometimes I mis a beat. So thanks for reminding me of the importance of the process. This is is right on the nose of what I want me content to be.
@@lukasthorup All good man and thanks for understanding my tone and how it was meant :)
And of course thanks for all your hard work with these tuts, theyre a great resource!
Great content! just go a bit more in detail!!
Wow, nothing worse than getting half way through your absolutely brilliant tutorial to realize Maxon has gone and changed things AGAIN. Why would Maxon have decided to remove fields from the attractor or the deflector? They must have figured out another way to do this, using some node, or ticking some box somewhere, but having to figure out how to use this program all over again every other update is ridiculous and sending me quickly along to things like Blender. Maxon's propensity for constantly changing things is making me question spending (or rather wasting) any time on that software.
it actually works again now with the 2024.2.0 update
@@eltobert yeh, thanks man. I got it to work by going backwards or forwards to 2023.0.2 or 2023.2.2. I already forgot which, but it works.
cant offset cache. pretty dumb
Blender developers will never understand that the settings in one panel are much (much) better and faster than their idiotic nodes, which take up a lot of screen space and a lot of time to study them, and some people believe that Blender will soon be ahead of Houdini and Cinema 4D: ))) Naive fools. Nothing simpler than C4D has yet been invented!!! 99% of needs are done without nodes!!! In addition, C4D works many times faster than Blender, this applies to all areas: particles, physics, animation, tracking, etc.
is‘ amazing!
and how to do this with v-ray