X-Particles Reference Manual. This is the reference documentation for X-Particles. Please select an option from the sidebar to the left. You can also search for any term in this documentation using the search box at the top right of the window. X-Particles is a fantastic plugin for any sort of particle work in Cinema 4D. The deep integration with existing C4D modules, easy controls, and fast rendering makes it an ideal plugin to use for generating and controlling particles. Not only is it affordable, but the plugin comes with great support from the company itself as well as the wide. 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) apply the material to an Emitter object or an X-Particles Group object. Add the 'X-Particles' post-effect to the Cinema 4D render settings (normally done automatically when the material is created).
This new tutorial from 3DBonfire (Markus Gonser) shows how you can advect splines in Cinema 4D using Insidium’s X-Particles. The tutorial comes as part two of a series that shows how you can create abstract-looking designs and animations using splines in C4D.
The last tutorial covered how you can create a weaving pattern using splines. This one expands on the previous and shows how you can advect the splines with the help of ExplosiaFX in X-Particles. Explosia FX in X-Particles is an object that can simulate smoke, fire, and more.
C4D has a lot of tools for artists to create dynamics and even more third-party stuff too. X-Particles is becoming the one-stop-shop for all that within C4D quickly.
Visit our friends at ToolFarm to learn more and get X-Particles.
This shader enables shading of the particles without any geometry. 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.
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.
The XP Material can also render splines without the need for geometry, and has volumetric rendering for gas, smoke, fire, etc.
To use this shader you should:
Note: if you apply the material to a Group object and not to the emitter, only that group will be rendered with the material. This lets you assign different materials to particles from the same emitter. 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.
To render a spline:
For details of how to use the FLIP solver and the XP Material for volume rendering, see the main Volume Rendering page.
The material includes the following tabs:
Note: this tab is ONLY visible in the Attribute Manager. It does not appear in the material editor.
Each particle, when rendered, can be given a set of UV coordinates, even though it is not an object. You can change the UV space and rotate the UVs with these settings.
This drop-down assigns the UV space. It has three settings:
This slider enables you to rotate the UVs. The actual rotation for each particle is a random value between zero and the value in this slider. The effect is that, if a texture is assigned to the particle, instead of each particle looking identical the texture is randomly rotated, making each particle look different.
This is the coordinate space used to sample shaders in the material. It has the following options:
Used to change the sampling coordinates by scaling them up or down.
For the buttons at the bottom of the interface, please see the 'Common interface elements' page.
This drop-down menu has four settings:
The colour used in the 'Single color' mode.
The gradient used in the 'Random (from Gradient)' mode. It is unavailable in other modes.
In any mode, a shader or bitmap can be placed into this link and the particles will then be rendered with that shader (or bitmap). With this setting X-Particles can now be used as a true placard renderer, without the need for any additional geometry. Alpha textures can also be used by adding them to 'Texture' field in the Transparency tab.
Each particle has its own UV coordinates; in the Basic tab (found in the Attribute Manager) you can define the UV space used and an option to add random rotation to the particle UVs.
Four blend modes to blend the colour from the 'Texture' link with the colour from the 'Mode' drop-down.
The percentage mixture of the 'Texture' colour and colour from 'Mode'. A mix of 100% is entirely the 'Texture' colour' a mix of 0% is entirely from the 'Mode' setting.
In addition there are a series of modifiers which will alter the colour depending on certain particle parameters, including:
Age | The age of the particle - younger particles have the colour on the left of the gradient |
Speed | Particle speed |
Density | The particle density |
Depth | The depth of field |
Mass | The particle mass setting |
Temperature | The particle temperature |
Fuel | The particle fuel value |
P-P Distance | The distance between a particle and its nearest neighbour |
Volume | The radius, density, or transparency of a volumetric particle |
Life | The lifespan of the particle. |
Acceleration | The particle's acceleration |
Distance | The distance of the particle from the camera |
Surface | See below |
Radius | The particle radius setting |
Smoke | The particle smoke density |
Fire | The particle burn value |
Collider Distance | The minimum distance from the particle to a collider object |
When one of these switches is checked, additional controls are displayed. Most of these are all very similar, a typical set are the Speed controls:
The Color gradient shows the range of colours of the rendered particles. The actual colour depends on the Min and Max settings. In this case, particles with a speed of zero would be coloured blue, those with a speed of 150 or more would be white. Speeds between those values would result in intermediate colours.
Note that the default gradient colours will vary depending on the modifier selected.
The range of values the shader will use to get the particle colour from the gradient.
The Blend setting enables you to blend between colours from the modifier gradient and the Color setting. A Mix of 100% means that only the gradient is used to determine the colour. A Mix of 0% means that only the Color setting is used. 'Blend' gives the mode used to blend the colours.
This is a little different from the other modifiers:
When this modifier is active, and the particles are being emitted from an object, the particle colour is taken from the surface from which it is emitted.
This drop-down defines when the sampling of the surface should take place:
If checked, the original sampling position (on the emitting object) is sampled for every frame rendered, so if the texture/surface is changing the particle color will also change.
The distance used when 'Sample' is set to 'Distance'.
If checked, the particle is self-illuminating.
If checked, illuminated particles are self-shadowing.
The Blend setting enables you to blend between colours from the modifier and the Color setting. A Mix of 100% means that only the modifier is used to determine the colour. A Mix of 0% means that only the Color setting is used. 'Blend' gives the mode used to blend the colours.
This is different from the other modifiers, and is only available when 'Volumetric' is checked in the 'Volumetric' tab.
This determines the value of the volumetric particle which affects the colour. The options are:
The colour gradient to blend with the particle colour.
The Blend setting enables you to blend between colours from the modifier gradient and the Color setting. A Mix of 100% means that only the gradient is used to determine the colour. A Mix of 0% means that only the Color setting is used. 'Blend' gives the mode used to blend the colours.
Use this tab to set the opacity of the rendered particles.
This sets the transparency of the rendered particles. A setting of 0% means no transparency (fully opaque).
This setting enables some variation to be added to the 'Transparency' value.
If a shader or bitmap is added to this link, it will be used to determine the transparency. This can act as an alpha map to cut out parts of the rendered particle.
Each particle has its own UV coordinates, in the Basic tab (found in the Attribute Manager) you can define the UV space used and an option to add random rotation to the particle UVs.
Four blend modes to blend the value from the 'Texture' link with the value from the 'Transparency' field.
The percentage mixture of the 'Texture' value and the value from 'Transparency'. A mix of 100% is entirely the 'Texture' value and a mix of 0% is entirely from the 'Transparency' setting.
If checked, inverts the transparency (so black becomes fully opaque rather than fully transparent).
The same modifiers as in the Color tab. The displayed settings differ slightly from the colour settings, here is the Speed modifier set:
The only difference is that the gradients use a greyscale value where black is fully opaque (zero transparency) and white is 100% transparent.
The Transparency tab has an extra modifier, Noise:
This enables you to add noise to the transparency.
The noise type, as seen in the Cinema 4D Noise shader.
Inverts the noise sample.
The method by which the noise from individual particles is blended:
If this switch is checked, the noise will not be affected by time, otherwise it will change as time passes (if the noise type supports that).
Scales the noise effect up and down.
Alters the gamma value of the noise.
These are the same parameters as found in the standard Cinema 4D Noise shader. Please refer to the Cinema 4D Help files for details.
Controls the noise intensity. Lowering it shifts the level through the noise value to make the noise more prominent. Increasing it will flatten out the noise, making it less noisy.
As with 'Bias', this can be used to affect the noise intensity.
This setting softens the noise so it fades out further from the particle.
Increasing this value will move the noise with time, rather like an offset.
This is the noise detail, that is, the number of octaves the noise is built from.
This will scale the document time to speed up or slow down animated noise (assuming 'Static' is not checked).
Low and high clipping values, as in the Cinema 4D Noise shader.
The coordinate space used to create the noise. If set to 'Default' the coordinates are taken from the 'Basic' tab.
The Blend setting enables you to blend between colours from the noise and the particle color. A Mix of 100% means that only the Noise is used to determine the colour. A Mix of 0% means that only the particle color is used. 'Blend' gives the mode used to blend the colours.
Please note: this setting will not affect the thickness of rendered splines. It only affects the size of the rendered particle. To set the thickness of an X-Particles trail spline, use the Trail object thickness settings.
This drop-down menu determines the size of the rendered particles. It has three settings.
The particle radius determines the rendered size.
A custom size is set in the 'Custom' parameter. In this mode, particles which are farther from the camera are rendered smaller than those close to the camera.
A custom size is set in the 'Custom' parameter. In this mode, all particles are rendered the same size regardless of distance from the camera.
This setting is only available when 'Size' is set to 'World' or 'Screen'. It is a custom setting for the rendered particle size.
Regardless of the 'Size' mode, this setting is used to add variation to the size of the rendered particles.
Regardless of the 'Size' mode, this setting is used to scale the size of the rendered particles up or down.
The same modifiers as in the Color tab, with the exception of the Radius modifier, which is not relevant in this tab.
This tab is used to add additional particles ('fill particles') at render time only. It is a simple way to add very large numbers of extra particles when rendering without actually generating and maintaining the additional particles. Note that these are not 'real' particles - no geometry will be generated for them. The size of the fill particles will be the same as the corresponding 'real' particle, subject to the 'Size Variation' setting below.
Check this switch to add fill particles.
The number of fill particles to add for each 'real' particle.
This is not the size of the fill particle, but the size of an imaginary sphere around each real particle in which the fill particles will be rendered.
The fill particles will have the same colour as their 'real' particle, but this setting can be used to add colour variation to the fill particles.
The fill particles will have the same transparency as their 'real' particle, but this setting can be used to add transparency variation to the fill particles.
The fill particles will have the same size as their 'real' particle, but this setting can be used to add size variation to the fill particles.
This tab controls the volumetric rendering of particles. For details of how to use the FLIP solver and the XP Material for volume rendering, see the main Volume Rendering page.
To understand these settings, it is important to understand what the material is doing in volumetric mode. Each ray cast by Cinema 4D at render time is sampled at points along the ray (which are determined by the X-Particles render settings) through any volumetric particles hit.
Check this switch to enable volumetric rendering.
The lower this is the more transparent the volume particle is. Each particle combines to increase the opacity of each sample point going through the volume.
To see the falloff spline, click the little arrow next to the word 'Density'. The spline controls the density falloff from the centre of the particle's volume (which is spherical).
The ray may hit multiple particles in the scene and this drop-down controls how the particle density volumes are blended together.
There are four options:
This option treats each volume as its own density with the first hit occluding any further along the ray.
Here, the density is clipped at the 'Iso Level' to give a skinner like rendering, rendering the isosurface of the particle volume.
The blending is based on distance weighting from the particle.
The maximum density of overlapping volumes is used.
This is only available if 'Blend' is set to 'Isosurface' (see above).
Once the 'Blend' is selected the curve used to blend the density values can be changed here. To use a custom curve select 'Custom' and modify the spline in the 'Curve' setting.
The drop-down has several options:
The blending curve to use when 'Mode' is set to 'Custom'.
When checked, the material calculates a normal based on the density value. This is used with the illumination modes Diffuse and Phong and is mainly useful when 'Blend' is set to 'Isosurface'.
Only available if Normal is checked. When checked, transparency (e.g. noise) will be included in the normal calculation.
When checked, rather than rendering each particle as a volume it combines them into voxels (the size of which is set with the 'Size' parameter) to give a voxel-based volumetric render.
The voxel size if 'Voxels' is checked.
The style of rendered particle. The options are:
Basic, flat shading.
Standard phong shading with specular settings.
Renders as shaded spheres rather than discs.
Produces soft, fuzzy-edged particles
Particles have a surrounding glow.
These are all scattering illumination models, with each giving a different look. It is suggested the user try each and select the one giving the desired effect.
These modes and their settings repay experimentation as it is difficult to describe the different effects of each. Various parameters will become available depending on the selected style.
The Diffuse and Phong illumination models require a normal to be provided. This drop-down lets you select the source of the normal. It has the following options:
The amount of self-illumination of the particles can be increased with this control. It has a greater effect in some models (e.g. Phong) than in others.
Note that, if you are using Global Illumination in Cinema 4D, particles will not render unless you set this value to be greater than zero.
The amount of colour diffusion. Only available for Diffuse and Phong models. Reducing this value will result in flatter colour shading.
Only available in the Phong model. These parameters control the brightness ('Specular') and size ('Width') of the specular highlight.
Only available in the Fuzzy model. These parameters control the fuzziness of the rendered particle.
Only available in the Neon model. They control the size and falloff of the effect.
Only available in the Henyey-Greenstein and Schlick models. These are scattering illumination models and this setting controls the strength of the scattering.
If checked, this switch enables coloured shadows (from the lights).
As in the Cinema 4D lights, this is the density (strength) of shadows from geometry in the scene cast onto the particles.
Alters the density of the shadow cast by the particles. A value of zero results in no shadows.
This is the density of shadows received by particles from other particles.
This setting helps to keep the shadows from self-shadowing (so a particle doesn't shadow itself). The setting is a percentage of the particles radius.