INSYDIUM's collection of Plug-ins, Products and Benefits
INSYDIUM Fused is their collection of plugins, products and benefits.
INSYDIUM Fused provides everything an artist needs in one complete collection.
All INSYDIUM products in one collection
INSYDIUM Fused contains all of our plugins and products in one complete collection. Everything you need to create stunning particle effects, realistic terrains and fulfill modeling tasks through to the final render. Plus, all our available 3D Resources, hours of Training, Technical Support, and Content Repository files.
INSYDIUM Fused consists of:
All 3D Resources packs
Premium & Maintenance Training
X-Particles is a fully-featured advanced particle and VFX system for Maxon’s Cinema 4D. Its unique rule system of Questions and Actions enables complete control over particle simulations.
With the latest X-Particles Update you’ll find that much of the UI has been updated, delivering a cleaner workflow. Of course, they’ve added some great new and updated features too. They’re delighted to announce the introduction of Bullet, the industry-standard physics engine, into X-Particles. Their brand new xpBullet simulates collision detection as well as rigid body dynamics. Sitting within the X-Particles framework xpBullet provides so many possibilities. They’ve also focused on additions and improvements to xpOpenVDB and xpShatter.
Rigid Body Tag – xpBullet brings the industry-standard Bullet physics engine into the X-Particles framework.
Color shards from particles – Takes the particle color and passes it into each shatter shard.
Bricks mode – Generates brick and rock walls.
Ngon display – Presents Ngons rather than triangulated meshes for a cleaner line display.
Detailing – Adds noise maps to the shard faces for more realistic shatters.
Trigger on Bullet – Collisions with Bullet based objects create trigger-to-trigger shatter.
Displays, Voxels and Fog (points) – New display modes for how VDBs are shown in the viewport, voxels and fog.
OpenVDBLoader – Load and render exported VDB Data.
UV Advection – UV advect textures based on the particle data giving you fluid effects on the texture maps.
Transfer Foam – Generates a vertex map based on xpFoam data to use in rendering and other visual effects.
Field for Filters – Use Cinema 4D fields and falloffs to define filter areas within the mesh.
General UI update and full UI updates on xpShatter and xpOpenVDB for a cleaner workflow.
Full support for Apple M1 Macs.
For more details on X-Particles, see the details tab
Cycles 4D is a dedicated bridge plugin allowing Cinema 4D users to access the Cycles rendering engine directly inside Cinema 4D without the need for an external application.
With INSYDIUM’s own Real-Time Preview window and fully featured Node Editor, along with our eye for detail and quality, Cycles 4D is the ultimate render companion with unparalleled access to all Cinema 4D Modules and superb integration with X-Particles.
Why Cycles 4D?
With Cycles 4D and X-Particles, the challenges of working on a complex 3D scene are made simple.
Assessing the final result of your materials and lighting is easy with the fast and responsive Real-Time preview. Cryptomatte makes separating multiple scene elements fully automatic, saving hours of precious production time.
Cycles 4D, with its flexible nodes based system, means the power and speed of the Cycles render engine is fully accessible within Cinema 4D.
Creating stunning results has never been so easy.
Cinema 4D Integration
Cycles 4D is a complete extension to the Cinema 4D workflow. Access many parts of Cinema 4D directly in the Node Editor, giving you full control over your scene assets. Cycles 4D integrates seamlessly into your working environment.
Supported Cinema 4D Core Features:
Cinema 4D Shader Conversion
Takes & Tokens
Full X-Presso support for Node Attributes
Cycles 4D gives you the features to improve your workflow and productivity. You’ll find fantastic lighting tools for greater control of your lighting rigs, enabling you to create excellent physically correct, realistic results. Our super-efficient Node Editor and smooth, fast Real-Time preview, all create an extensive toolset for 3D Artists.
Cycles Core 1.13.0
Sky Texture Nishita Node
Shadow Terminator Offset
Chromatic Aberration post effect
TerraformFX is the powerful, art-directable terrain generator for Cinema 4D. It allows users to build highly customizable landscapes by layering noises, shaders, textures, splines, and gradients.
As part of our INSYDIUM Fused Collection, TerraformFX enables you to build terrains with ease; you can create an infinite number of landscapes in high resolution. Place mountains, lakes, and rivers where you need them. All aspects of the terrain generation are editable, so you have total control over your environments.
Generate, animate, and art direct realistic terrains in Cinema 4D with TerraformFX.
Create highly detailed mountain ranges, canyons, and deserts in seconds.
Highly intuitive non-destructive workflow enables easy creation and customization of your terrains.
Shape your landscapes using noises, splines, gradients, and shaders.
Carve out your terrains realistically with 2D and full X-Particles driven 3D Particle Hydraulic Erosion for intricate looks.
Slope, altitude, erosion, and deposit maps can be accessed directly in your chosen renderer via the Terrain Operator Shader. Alternatively, export high-quality Bitmaps.
MeshTools is a suite of powerful procedural modeling tools to affect geometry and generate splines.
MeshTools is a crucial component of our INSYDIUM Fused Collection. Enabling users to model with total artistic control allowing them to keep their mesh geometry live while stacking up the mesh tools to create multiple effects.
Create and animate complex geometry and splines from any scene object.
Quickly and non-destructively add subdivisions, inset polygons, offsets, and more.
Animate your image using shaders, materials, selections, vertex maps, fields, and keyframes.
Instantly build and animate splines from object edges, with multiple modes including outlines, intersection, and curvature. You can even create splines from animated object materials.
3D Resource Packs
These HDRI and PBR material packs provide the environments and textures you need for your 3D scenes.
HDRIs and PBR Materials
Great lighting and texturing are the key to creating convincing, photo-realistic scenes, but can be time-consuming. Our range of 3D resources makes it easy to get visually stunning results, fast.
With our ready-to-use HDRIs you can create the perfect lighting and environment to enhance your artistic vision. Our PBR Materials give your models a real-life look and feel with minimum effort.
As a 3D artist, combining the ease-of-use of X-Particles and the realism of Cycles 4D with our 3D Resource Packs brings your creative ideas to life, quickly and easily.
Create beautiful skyscapes for your 3D environments, from dusk ’til dawn and sun to storm.
Designed by INSYDIUM, 360 Skies offers 126 rendered, spherical sky HDRI maps, including morning, afternoon and night skies; sunrises, sunsets and Godrays.
Available in 3K, 6K and 12K resolution, as well as animated versions, for use in any 3D render engine or compositing application.
Cycles 4D Material Pack
Photo-realistic materials built from high-resolution image maps for all your 3D scenes.
Created by INSYDIUM’s design team, the Cycles 4D Material pack features 223 Cycles 4D tileable PBR shaders, including fabric, leather and skin; metals, plastic and car paint.
Available in 2K and 4K resolution, for use with INSYDIUM’s Cycles 4D.
Produced by INSYDIUM’s design team, this pack includes 338 Cycles 4D tileable PBR materials, created from high-resolution image maps, featuring bricks, concrete and wood; marble, stone and roofs.
Available in 2K and 4K resolution, for use with INSYDIUM’s Cycles 4D.
Cycles 4D Starter Pack
Our first shaders pack to help get you started.
Use INSYDIUM’s Cycles 4D Starter Pack materials to create quick and simple 3D scenes, or learn how Cycles 4D nodes fit together by taking them apart.
250 custom-made materials made by Rob Redman at Pariah Studios, including metal, wood, stone, brick and others, for use with INSYDIUM’s Cycles 4D.
Over 26 hours of Premium Training created by INSYDIUM’s particle genius and particle FX Trainer, Jon Bosley. Particle FX is broken down into over 16 hours of pure X-Particles training.
Plus, 10 hours of additional free training covering rendering and compositing. This streaming only training is a must-have learning tool.
Browse our range of easy-to-follow Maintenance Training videos and learn how to get the results you want from INSYDIUM Fused.
INSYDIUM’s Content Repository provides you with access to multiple study files and work examples created for INSYDIUM Fused. Please download, experiment, modify and enjoy.
xpFluidFLIP features a choice of fluid solvers, APIC, and FLIP.
The APIC solver is fantastic at maintaining liquid momentum, preserving the natural flow that your fluids should have, and can also provide a more dynamic yet very stable simulation.
xpFluidFLIP has a new collision system that handles not only static collider objects but also fast-moving or rotating collider objects. It can interact with all other xpDynamics objects giving you endless possibilities.
xpFluidFLIP helps you create detailed, fast fluid simulations, giving you more artistic control than ever before.
xpScatter enables you to scatter your objects over multiple scene geometry, from splines to parametric objects all at the same time.
The topology tab will enable you to distribute your scatter on landscape slope, height, and curvature to create realistic ecosystems.
Animate your growth by using textures, X-Particles modifiers, and Mograph effectors.
Use multiple display modes for fast viewport performance. You can even restrict the scatter of objects to within the camera field of vision for optimal efficiency.
Our time and custom spline retiming option give you fine control over playback. The new cache layers in xpCache enables you to lock and unlock to re-cache objects in your scene.
Seamless Integration with Cinema 4D
X-Particles is built seamlessly into Cinema 4D like it is part of the application. It’s compatible with the existing particle modifiers, object deformers, Mograph effectors, Hair module, native Thinking Particles, and works with the dynamics system in R14 and later.
If you know how to use the Mograph module, you already know how to use X-Particles, it’s that easy.
Data Import and Export
The new xpDynamics tag is fully integrated into the X-Particles system and works with Fluids, Smoke, Fire, and Constraints. Dynamic Objects can be controlled and art-directed using X-Particles Emitters, Modifiers, Questions & Actions, and Data Mapping.
Rigid Body Dynamics
Soft Body Dynamics
Mograph Cloner Support
Fluid Density Support
Full X-Particles Modifier and Dynamics Support
X-Particles has the most advanced particle rendering solution on the market. It enables you to render particles, splines, smoke, and fire, all within the Cinema 4D renderer. Included are a range of shaders for sprites, particle wet maps, and skinning color, you can even use sound to texture your objects.
Compatible with all of the following, but it’s perfectly partnered with INSYDIUM’s Cycles 4D
Cinema 4D Standard Renderer
Cinema 4D Physical Renderer
Arnold, Octane, Redshift
Create outstanding ParticleFX from Solar Systems, FUI, Holograms and medical visualizations to abstract artwork. Multiple options to combine Emitters and Modifiers, gives you a vast range of possibilities.
Fully exchange, manipulate and combine particle data from every place within X-Particles. Use the Data Mapping tab in each X-Particles modifier to access particle attributes like texture, brightness, speed or temperature, giving a totally new level of control.
The three essential driving forces behind X-Particles simulations; Dynamics – bringing life to your particles, Generators – creating geometry, splines, and volumes, and Modifiers – to control and manipulate your particles behavior.
A wide range of Dynamic modules from Constraints to Fluids and Fire means you can add life to your particles, replicating realistic physical particle behavior. Our interactive tools are intuitive, combining a whole host of X-Particles effects using multi-threaded options leaving you with unlimited possibilities and the ability to create caches for the production pipeline.
Generate fast and stable geometry and Splines from particles. Attach your animated models to create realistic cache ready simulations. X-Particles comes with Particle Color support, plus the New OpenVDB Support for industry standard meshing.
A wide range of modifiers enables you to create exceptional effects, with a simple and intuitive workflow aided by effect stacking. Multi-threaded options and a unique and straightforward system of Questions and Actions means you have full control of your particles. Plus, Data mapping from particle information and complete R20 Field Support.
Streamlined workflow for meshing using our filtering system, means you can layer up your effects, generate smooth flowing surfaces, remesh geometry objects or create complex models. OpenVDB enables you to entirely art direct meshes; you can take total control of your artwork.
Smoke, Fire, and Advection
Realistic smoke, fire, and explosive simulations. You can export ExplosiaFX as a VDB volume, and any render engine that can read the VDB data can then render the volume data.
Add realistic fluid dynamics to your particles, you can also transfer physical and color data from explosions. Advection enables you to combine ExplosiaFX with FluidFX and ClothFX, giving you amazing results.
X-Particles beauty is its versatility, not only can you create realistic Fire and Smoke simulations. You can also mix ExplosiaFX, Fluid, and Cloth to develop fantastic Advection effects.
Produce custom chemical burning models to create hyper-realistic Fire simulations. Combine Linear, advanced and smart advection modes, with Pressure, Curl and Turbulence support to create a multitude of combustion effects. Intuitive and Fast workflow means Explosia is the go to tool for all your burning requirements.
Create Smoke effects with Explosia, manipulate the level of diffusion, dissipation, and buoyancy with intuitive precise controls. For the finer details use our Vorticity Refinement, you can also add object collisions to your simulations with fluids or solids. Combined with a range of X-Particle Modifiers, you can generate a truly extensive range of smoke effects.
Advection means you can add hyper-realistic fluid dynamics to your particles. You can transfer physical and color data from explosions. Advection allows you to combine ExplosiaFX with Fluid and Cloths with impressive results.
Cinema 4D version
X-Particles requires Cinema 4D R14 or later (R14 to S24). Any build – Prime, Visualize, Broadcast, or Studio – can be used. Thinking Particles is not required to use X-Particles unless of course, you want to use the X-Particles emitter to emit Thinking Particles (for most purposes this is not required, only if you want to use Pyrocluster or the Hair renderer to render the particles).
Cycles 4D is compatible with all PC systems using an nVidia Graphics Card and will render using the GPU.
Macs are CPU only.
Previous versions of Cycles 4D used OpenCL to render using the GPU on AMD cards (and OpenCL support was also available for nVidia cards).
Due to a lack of support from Apple, Blender have withdrawn OpenCL compatibility on MacOS, meaning that GPU rendering is not available using AMD cards on these systems.
If you are using OpenCL on a PC with an AMD card, this should work, however, cannot be guaranteed and we would recommend installing a Cycles 4D Free Trial license so that tests can be completed.
Processor with AVX (Advanced Vector Extensions) required.
A 64-bit machine is required. There are no lower memory limits, but larger amounts of memory will allow larger numbers of particles to be generated.
X-Particles 2019 requires Cinema 4D (R14 or later): Windows 7 or later, or on the Mac OSX 10.10.5 or later.
If you have a MacOS system with the M1 chip, you will need to enable Rosetta to use X-Particles and Cycles 4D as they currently do not support the new Silicon CPU.
X-Particles must validate your license after installation and once within every 21 days after that. Therefore to use it your machine MUST have access to the internet before you use it for the first time and sufficiently often after that to enable repeat validation. It does not require constant net access all the time.
Needless to say, internet access is required for the online updater to work, but you don’t have to use the updater if you don’t want to.
Other Cinema 4D modules
For use with C4D’s Dynamics, a version of Cinema 4D containing the Dynamics system is required.
Thinking Particles and/or Hair
Thinking Particles is NOT required to use X-Particles. The only advantage of having Thinking Particles is that you can use the X-Particles emitter to generate Thinking Particles, which you could then render with Pyrocluster or the Hair renderer.
However, the X-Particles material provides a better solution to render particles instead of Hair, and its volumetric rendering is superior to Pyrocluster. Therefore if you don’t have these modules, there is no loss of functionality within X-Particles.
Fused Perpetual comes with 12 Months Support and Updates.
Reviews & Comments
5.00 1 review
100% of reviewers recommend this product
Please Note: This page is intended for product reviews. If you are having trouble with a product and require customer support, please Contact Us
I am just starting to get into using X-Particles Pro but am finding it to be a fantastic plug-in. It's a blast to experiment with and the possibilities are endless. Highly recommended.
Would you recommend this product to a colleague? Yes
By: James Scott Date: July 17, 2014
X-Particles Build 895
9 September 2020
3284 – xpOVDBMesher: Crashes Cinema 4D R23 when Transfer Point Color enabled
3283 – xpFlowField: Layer strength can’t be keyframed
3270 – Adding any X-Particles Falloffs will cause Cinema 4D to Freeze
3269 – xpExplosiaFX: Display issue when moving between scenes
3265 – Adjusting the xpMorph Threshold Slider does not do anything
3262 – Changing the “emitter shape” to “object” then drag in any object such as a sphere or cube crashes Cinema 4D
3260 – xpLight mod brightness setting not correct
3259 – Gradient color is not an available option in a Sub Branch Object
3257 – X-Particles is crashing when using xpCellAuto with xpTrail
3255 – Particles passing through object using xpAvoid
3250 – xpColor: The intended color is not displayed using both color operation settings
3249 – X-Particles System Preferences: Enabling System HUD crashed Cinema 4D R23
3248 – xpColor: Fade between is not finishing on the desired color
3245 – xpExplosiaFX: Color Display not working when using a Cinema 4D deformer
3240 – xpScatter: The scattered objects are not updating correctly when used with xpVertexMap
3238 – xpScatter: Does not get sorted when using SystemSort
3218 – xpExplosiaFX: Crashes C4D if OpenGL is turned off in preferences
3217 – xpVertexMap: Color Vertex Map options – only displays particle layer weight, and not the full layer set
3214 – xpBranch: Not able to set the angle mode of the branching when using Curl mode on the source branch
3209 – xpFlowField: Does not reset as expected
3205 – Particle Emission from Extrude Caps issue
3204 – xpScatter: Viewport Display affects Render
3200 – xpBranch Curl vs Animated Plane Angle
3184 – xpAvoid: Currently has no import
3181 – xpExplosiaFX OpenGL vs Backface Culling
3174 – xpVertexMap: The field is using the wrong matrix
3172 – xpVertexMap: Animation of the seed object stops when the invert checkbox is selected
3138 – X-Particles crashes Cinema 4D during the upgrade on Mac 10.10 Yosemite
3132 – xpExplosiaFX: If SubSteps is above 1, particle gaps occur
X-Particles Build 884
Friday 3rd July 2020
In this Update, we have focused on our core foundations, rebuilding, refining, and enhancing. X-Particles is an essential component of an artist’s toolkit, and as such, we are continually improving our workflow so our customers can work more efficiently. We’ve so many great things to show you.
Please note: X-Particles Build 884 is the last Update that will support Cinema 4D R14 to R18. Future Updates will support only R19 and later and your computer will need a processor that has AVX (Advanced Vector Extensions).
This Update contains all the features previously available in the Beta Access build, plus some additional new and updated features.
New Scheme colors
Trail Display added to xpFlowField, xpExplosiaFX and xpFluidFLIP
Updates to Existing Features
Renamed Other objects to Utilities
New Emission mode Simulate
New Emission mode Motion
Threshold (Vertex Map)
New Origin Display
Texture UV Switch
Rotation Display mode
Unified Questions list, icons for each mode
Unified Modifier list, icons for include/exclude
Added New Offset Channel to Texture emission
New rotation ‘Face Screen’ mode
New Physical Data User Value
New Shot modes for Regular and Hexagon emissions
Completely rewritten, new UI/UX
New From VertexMap mode
New Curvature mode
New Ambient Occlusion mode
Support for parametric objects
New Effects options
Completely rewritten, new UI/UX
New Speed Mapping in data mapping
New Turbulence mode
New Curl mode
New ExplosiaFX mode
New Surface mode
New Fields mode
New Import Flow
Updated Export settings
New Trail Display mode
New shader mode gradient option (removed old RGB)
Question New Direction Change Question
Question New User Value, linked with Emitter User Value options
Question Sub Question now Changed to a Standard Question
New Collider Bounds mode
New FlowField Trails mode
New xpExplosiaFX Velocities mode
New xpFluidFLIP Velocities mode
New Curl mode
New Control splines for Curl options
New Symmetrical option
New Intersection system
xpDynamics Modifier – New Auto Fade
xpMultiSpawn – New Start at Age and Offset
xpExplode – New Trigger modes
xpLimit Modifier and xpMetaGroup – New user value
xpNetwork and xpAvoid – New Intersection system
xpTurbulence – Updated Defaults
New Growth Slider
New Vertex Colors
New Output to Console Action added
Change Group Action support for physical Data
New Rotation mode added to Direct Spin Action
New Unique IDs
New List View of Cached Items
New Retiming options
New APIC solver
Rewritten collision system
New Solid Object options
New Sticky functions
New CFL Options
New Resampling feature
Removed legacy smoke and fire
New Trail Display for velocity
New Allow Inflow
New Liquid Surface
New Upres options
Updated container size options
Adaptive bounds color added to Display options
New Solver information readout added
Gravity set to match XP
New Motion Gap added to solve stepping in simulations
New Velocity added to Geometry tag
Rewritten Custom section
New OpenGL display added (currently works in Cinema 4D R14 to R21)
New Trails Display mode
New CFL option added
New Substep options added
New Vorticity and Turbulence options
X-Particles Service Update Build 742
Released 22 January 2020
This Service Update contains bug fixes which will increase performance and stability. This is available to all X-Particles customers in their Maintenance Period.
X-Particles owners will receive this update automatically, as long as you have enabled your X-Particles Online Updater. Alternatively, you can access the latest build of X-Particles for your license from your Customer Account.
Remember, with the addition of Customer Accounts you will be able to track your maintenance expiry and access your downloads. You’ll also be able to view your previous order history, download and print invoices, and if you are in your Maintenance Period access exclusive Maintenance Training videos and Content Repository files.
If you haven’t set up a Customer Account, register now.
Microsoft Windows users may need to install the latest Microsoft Visual C++ Redistributable 2015-2019, see our Knowledge Base for more details.
2693 – xpOVDB Mesher Zero Data in Velocity Maps
2683 – xpOVDB Mesher incorrect Trails Velocities
2691 – xpOVDB Mesher won’t render when cached
2686 – Cached Cloth crashing Cinema 4D
2685 – Modifier field question error
2682 – Collider Tag doesn’t work on Motext
2681 – Emitter is being generated outside xpSystem
2677 – Cloth xpCollider crash
2669 – xpFlowField vs Emitters Activation
2668 – xpFollowPath Modifier crash
2663 – xpCollider crashes randomly
2661 – Cloth Constraint not set up
2660 – xpSound Crash/Freeze while adding sound file
2654 – Collision tag – spawn
2650 – R21 crashes when XPCache finished caching
2649 – xpSound crashes when frequency max is reduced
2644 – Load XP palette failure
2639 – Collider not working with xpFluidFX
2638 – xpDynamics incorrect File Structure
2628 – xpColor Falloff Failing to return Color
2626 – xpSprite misnaming on CSTO
2625 – Cache info missing in R21
2623 – Leaking Colliders
2620 – Fluids xpFoam crash
2615 – XP crash of cache completion
2613 – Crash while rendering to picture Viewer in R20-R21
2607 – xpScale Falloff Substeps issue
2606 – Shatter Bad Normals with Scaled Objects
2605 – Data Mapping doesn’t work in the attractor modifier
2592 – Fast moving object used as xpCollider and xpFlock avoider, crashes Cinema 4D
2589 – xpPPCollisions crash
2580 – xpGenerator + xpCollider crash
2579 – Old scenes which use xpOVDB Mesher are crashing when opening
2555 – xpOVDB Mesher Redraw
2505 – xpShatter layers copy/paste issue
2504 – Point Container undo
2493 – Shatter Emitter undo issue
2356 – No Generation of XP generated objects
2238 – Pulse emission has random results
2219 – Connect on collision affects spawning from an unrelated emitter
Adds Cinema 4D R21 Compatibility
Cinema 4D API Changes
Cinema 4D R21 has seen API Changes. As a result of these changes, all third-party developers such as INSYDIUM, have had to adapt their plug-ins. X-Particles is a sophisticated piece of software, which means these changes take up significant development time and it is only possible to implement them on our latest builds.
X-Particles C4D compatibility explained:
X-Particles 3.5 Cinema 4D R14-R19
X-Particles 4 (Build 535) Cinema 4D R14-R20
X-Particles Build 642 Cinema 4D R14-R20
X-Particles Build 728 Cinema 4D R14-R20
X-Particles Build 732 Cinema 4D R14-R21
X-Particles Public Release 2019
Build 724 – Thursday 4th July 2019
New Feature list
This version contains all the features previously available in the Early Access builds to May 2019, plus some additional New and Updated Features.
xpDynamics – New Dynamics solver for Rigid and Soft Body Dynamics.
xpShatter – New Voronoi based shattering system.
xpDisplayRender – New Render generator to render Particle and Display Modes.
xpMetaGroup – New Powerful type of particle group.
xpQuickTools – New integrated preset tools.
xpSplineGrowth – New Deformer to grow spline objects, Trails and Elektrix.
xpTrailTip Tag – New Tag to add an object to tip of trail splines.
xpParticleSampleShader – New Shader to colour objects from particle parameters.
xpSheeter – New Modifier to generate thin film particles in Fluid simulations.
xpSplash – New Modifier for crown splash simulations.
Updates to Existing Features
Emission from Object – Rotation mode Tangential to Normal.
Colour Modifier – Colour from vertex tag, change particle shape.
Inherit Modifier – More options to inherit and control when inherited.
Spawn Modifier – Inherit UV emission data from source.
xpVertexMap – Vertex colour from particles.
Drag Modifier – Use Scene units and new Shatter mode.
Scale Modifier – New Percentage option for scale, and shader mapping.
Infectio Modifier – More color control with groups.
Physical Modifier – Use Shaders to control options.
Cover Modifier – Two new modes ‘Nearest Surface Point’ and ‘Nearest Vertex’ added for more control over material channels.
Attractor Modifier – New Viewport icon to show where particles will be attracted to.
Vortex Modifier – New Helix mode.
Custom Data – New variation field.
xpTrail – New object mode.
Network Modifier – New distance mode.
Emitter Display – New cylinder mode.
Emitter Direction – New option persists while stuck, enables particles to maintain correct axis direction on deformed normal.
What’s new in X-Particles 2018
New Feature list in Build 642 – Wed 24th Oct 2018.
This version contains all the features previously available in the Early Access builds to September 2018, plus some additional New Features.
Revised particle core and collision engine with much greater speed
Compatibility with Cinema 4D R20 using the INSYDIUM Bridge plugin
R20 Fields are now supported, the Falloff tab of any object now shows the standard Fields display. The X-Particles falloffs are in the Fields list in their own panel (this applies to Cinema 4D R20 only)
Enhanced quick tab functionality in the user interface
New emitter type – Torus emitter
Emitter instance mode added
It is now possible to set the colour for different constraint types and render trails from the constraints using those colours
New extended data item – Emission Vertex
Changed particle colour by shader to give correct 3D sampling
Revised particle colour gradients in the emitter/group object
New modifier fields display
New variation control added to emission along object normals
Edge-only emission for the emitter in rectangle mode
New up-vector option in the emitter rotations
New option added to the emitter falloff
Enhanced functionality and the ability to mesh volumes in the OpenVDB mesher
New option in the Trail object to handle Infectio trails
Option to create a Vertex Color Tag added to the Fragmenter object (Cinema 4D R18 and higher only)
New distance controls in xpElektrix
Faster, more accurate fluid simulation in FluidPBD and FluidFX
FluidFX has been greatly improved and is much faster
New Wave object added
Improvements to the Foam object to give more control over the foam offset from the fluid surface
Particle group and falloff support added to ExplosiaFX
Revised and enhanced Shader mode in the FlowField object
New Infectio modifier
More inherited parameters added to the Change Group and Spawn modifiers
New list of target objects added to the Attractor modifier
Mograph Cloner/Matrix support added to the Attractor modifier
New force and velocity settings added to the Attractor, Cover/Target, Flock, Rotator and Vortex modifiers
Improved and extended Color modifier
Custom data can now be mapped to particle data in the Custom Data modifier
New threshold setting in the Geometry modifier
New options added to the Kill modifier
New mode and new switch added to the Life modifier
Revised and extended Limit modifier
New axis constraint setting in the Network modifier
Three new attractors added to the Strange Attractors modifier
New functionality – actions on trail zero length – added to the Trails modifier
New mode of operation in the Weight modifier
New X-Particles Seed Object used in the Infectio modifier and in the VertexMap Maker
New mode in the VertexMap Maker – ‘From Seed’
Ability to add a Vertex Color Tag in the VertexMap Maker (Cinema 4D R18 and higher only)
Z-axis formula and displacement shader added to the Trail Deformer
Can now disable/enable individual questions and actions in the emitter Questions tab and in Actions lists in all objects
New Fluid Data questions in the Question object
Self-spawning feature added to the Control Spawning action
New action to control the Infectio modifier added
New System Hierarchy Sorter command to sort X-Particles objects into a System object
New option in the X-Particles preferences: automatically add newly-created X-Particles objects into a System object
New parameters added to the main X-Particles preferences
With data mapping, you can now map modifier parameters to a vertex map tag
The Xpresso get/set particle data nodes now allow you to get or set the Infectio state of a particle
The X-Particles console has been updated and improved
New features added to the Distance shader
The Load Palettes facility missing from the original release has now been restored
Spline collisions added to the collision engine
Adaptive collisions and their display in the Collider tag
The FluidFX Collider tag no longer exists and the standard X-Particles Collider tag should be used in its place. See the FluidFX page in the online manual for more details
What’s new in X-Particles 4.0
New objects in X-Particles 4
New Dynamics Objects
Flow Field Object
Custom Data Modifier
MultiLevel Spawn Modifier
Sound Displacement Modifier
Strange Attractor Modifier
Cloth FX Tag
Cloth FX Pin Tag
Explosia FX Collider Tag
Explosia FX Source Tag
Fluid FX Object Tag
Newtonian Gravity Tag
Other New Objects
Cellular Automata Object
Circle Packer Object
Data Export Object
Data Import Object
VertexMap Maker Object
Each particle always carries a set of data values (e.g. speed, radius, mass, etc.) but with this feature in X-Particles 4 it is possible to add your own custom data. How this is used is entirely for the user to decide, but examples are given on the custom data page which explains how to add custom data and how it can be used.
Changes/additions to existing objects
several actions to control new modifiers
Change Trail action has new ‘Connections’ action
Custom Data action new mode added to allow incrementing/decrementing the current data value
Branching algorithm improved and legacy mode added to preserve existing scenes
The ‘Exclusions’ tab now has an Exclude/Include menu so that it can now accept emitters to exclude or include in collisions with the object.
* New operation modes added
* Fade Between
* Distance From Object
* Distance From Camera
* Gradient by Parameter modes replicate emitter gradient modes
Can now map to additional data including:
Distance to target using either a cover mod or an inherit mod
Spline segment length if using a follow spline modifier
Shader support added (i.e. map to a shader such as Noise)
Support for texture tags added (i.e. can map data to an existing material)
New relative direction mode added
Emission can be controlled by object colour when emitting from an object
Improvements to illumination-controlled emission
Particles can be emitted from ngon centres
Moselection tag is supported when emitting from a Mograph cloner
Support for emission from a Mograph Matrix or MoText object
In defined emission, radial mode now has a ‘reverse’ switch to reverse the initial direction
Particle radius can now be controlled by texture and by emitting polygon size
Topology-controlled emission (height, slope, and crevices)
The Voronoi Fracture object selection tags are now supported
Emitting from the position of each object in a Mograph Cloner is now supported and a multiplier setting added to increase the particle count
New emission modes added for uses with the Advanced Fluids module
Extended Data tab
Rate of change control added for particle rotations
Up-vector added for particle rotations
Particle mass can now be linked to its radius
Ability to store UV data to the particle added to the Extended Data tab
Ability to enter custom particle data added to the Extended Data tab
Groups list can now use the conventional ticks/crosses icons to disable or enable groups, and can use groups in hierachies with the hierarchy icon
Outline Multiplier control added
Can now set the emitter icon colour
Modifiers list can now use modifiers in hierarchies rather than having to add modifiers individually
Follow Path Modifier
New switch added to reduce the crossing over of particle trails when the particles move to the first path object
Support for Actions to be executed when the particle enters the path
Follow Spline Modifier
Support for Actions to be executed when the particle is captured by the spline
New speed mode added
Follow Surface Modifier
Falloff tab added to modifier
New mode added – Newtonian gravity
Mapping of limits to individual axes is now possible
Groups can now be used in the falloff
Particle-Particle Collision question
Time in Group question
Custom Data question
Particle Has Connections question
Fluid Surface question
New mode added to the Particle Age question
New variation setting added
Spawned particles can now inherit scale and/or radius from the source particle
Orientation setting added for placard sprites
Sprite lights can now use lens effects
New text mode added – ‘Uset Text (Phrases)’
New switches added to the System Object to apply the only modifiers/deformers in the same system to all emitters in that system (no longer necessary to set the switches manually in each emitter)
Ability to move/rotate a particle stream when the parent System object is moved/rotated
Ability to change the colour of the System Object icon to any colour, or to use the colour of the scene layer the object belngs to
Maximum length setting added to the ‘Straight Sequence’ algorithm
New ‘Multiple Sequence’ algorithm added
New thickness mode added – Use Radius (Variable)
Cached trails can now retain their colour
New Simplex noise (modified Perlin noise) added
The Set Physical Data node now allows you to set the particle group directly rather than using a separate node
New Get/Set Custom Data nodes added
What’s new with service pack 2 for X-Particles 3.5
Cycles 4D Ready, sign up to our Newsletter and be the first to find out more.
Licensing speed improved to reduce starting delays.
Offline license server support for multiple Cinema 4D licenses.
xpSkinner Support for Cinema 4D R18 Vertex Color Tag.
834 – Cache Read Not Ignoring Hidden Files.
835 – Cache tag enable state not saved.
839 – Wetmap UVs gap.
889 – Generator not rotating along with particles during animation.
902 – Volumetric material missing from Object Buffer.
914 – Caching broken in R18.
915 – Rewind mod mapping crash.
919 – Actions Incorrect Data type.
921 – XP Crash.
925 – xpSkinner on Thinking Particles.
927 – Stick particle to source not working when one particle per source is selected.
933 – Crash if using a TP group as the skinner source with second flag set to polys.
935 – Stick to stopped working.
938 – xpTurbulence Frequency broken.
942 – xpCache Playback broken in R18.
947 – xpCache Save & Load Scene Broken!
What’s New in Version 3.5
Illumination based emissions. Use Cinema 4D lights to trigger particle emissions from surfaces.
FollowPath meets Cloner. In our latest update, the xpFollowPath Modifier has direct access to the Mograph Cloner object, you can use closed Splines inside a Cloner object, giving you even greater control over particle paths. Control like never before!
Trail Deformer. Our new trail deformer helps you breathe life into your trails, use formulas or shaders to deform your trails and add animation for full control over the trail object.
xpParticlesFalloff. Now you can use particles as single falloff objects. Our exciting new xpParticles Falloff will open the door to endless possibilities, from random growth to unique color changing effects. Let each particle become the controller of your modifiers.
Enhanced Group Object. Giving you more control over your particle groups. The group object can be used in 3 different modes, from display only to control over particle properties.
xpSound Modifier. Use sound to drive your particles parameters, speed, color, size and much more. Audio has never been this compelling.
What’s new in version 3
X-Particles 3 has over 40 particle modifiers with many modifier improvements, such as new flocking, giving even more control over your particle VFX.
Faster with reduced memory1 use enabling simulation of more particles with the same resources2.
More power to your CPU, increased threading across X-Particles making more use of multiple cores including threaded caching and compression making caching 4 times faster3.
Subframe Modifier Execution, complete user control over modifiers and dynamics for more accurate simulation and less particle banding artifacts.
1 compared to X-Particles 2.5 with a basic two million particle scene. 2 subject to modifiers used, each modifier can dynamically add data needed during execution. 3 subject to file format used, X-Particles native caching is the fastest and X-Particle 3 enables you to customise what data to save.
New serial number system independent of CINEMA 4D : license management and entry directly into X-Particles with no more need for serial number updates with new CINEMA 4D releases or having to add X-Particles to the MAXON license server.
Many improvements to the intuitive X-Particles workflow including:
X-Particles System Object updated with viewport display, quick access to new modifiers from the OM, full system presets.
Many more Questions and Actions to boost the power of your particle VFX.
Additional particle control via emission properties for Groups.
Partio file format support to enable import and export of particle caches to popular particle file formats for quick and easy transfer between applications.
Particle and mesh generation including:
xpElektrix for quick and easy lightning vfx.
xpSplineMesher creates polygons from any CINEMA 4D spline, X-Particles trails and particle branching.
xpVolumeEmit controls emission of particles from object volumes.
xpBranch enables creation of organic structures including tree and plant like formations.
xpTendril creates dynamic flowing tendrils.
xpNetwork gives organised particle movement to create vast patterns.
Enhanced dynamics with advanced liquid and gaseous simultion.
xpDomain brings advanced Liquid and Gaseous (Smoke and Fire) simulation into the standard X-Particles workflow enabling simulations to use the X-Particles modifiers plus Questions and Actions system.
xpConstraints adds dynamics for viscosity, friction, surface tension, particle connections, fast particle to particle collisions and forces.
The blazingly fast X-Particles render engine has been enhanced to bring in spline rendering, volumetric and voxel rendering.
The enhanced X-Particles Material enables more control and properties for shading your particles including the ability to drop the material onto a spline and have it render, including shading Trails from the particles.
X-Particles Material > Volumetric enables rendering particles as smoke, clouds and other volumetric phenomena, including isosurface (Skinner like) renders.
Volumetric Voxels turn your particles into voxels at render time to turn them into one continuous volume for realistic gaseous rendering.
X-Particles Gaseous is a new X-Particles material that builds on the X-Particles Material Volumetric Voxels to bring Smoke and Fire rendering.
New Features in 2.5
Many enhancements to the emitter object.
Greatly improved, faster and easier fluids.
Blazingly fast high quality rendering and Multi-Pass.
Additional skinner surfaces.
Particle painting, creation, deletion and properties such as color, speed, rotation and life.
Extra modifiers and enhancements such as Move over Surface and Falloff over Life.
Completely new, flexible and powerful caching system.
The emitter object includes a host of new features:
Initial emission state.
Many new options for emission from objects.
Additional support for mograph effectors.
Fluids in X-Particles 2.5 have had a massive overhaul:
Faster and easier to control with additional options to enhance the results of your fluid simulations.
Enhancements to viscosity and vorticity.
Boundary density correction and surface repulsion and attraction.
Diffuse particles such as spray and foam.
Wet maps created from particle to surface interactions.
Major rendering enhancements bringing substantially faster and higher quality particle rendering.
X-Particle material additions such as Fill Particles and additional illumination models.
Light tag for finer control of lighting and shadows.
Multi-Pass layers including depth, vector motion blur, object buffers and position/normal passes.
The exciting new Fragmenter object in X-Particles 2.5 enables you to turn the faces of any polygon object into your own controllable particles.
You can use it to drive a single object or a hierarchy of objects as particles, giving you the freedom to take your animations to another level.
Open the door to your imagination with our powerful new painting tools. Particle paint lets you paint particles directly into your scene onto any object’s surface, right within the CINEMA 4D viewport. The possibilities in this tool truly let you unlock your creativity.
New in X-Particles 2.5 is the superb new Wet Map Tag. This tag and accompanying shader enables you to generate custom wet maps based on particle to surface interactions. Wet maps can also generate vertex maps enabling you to view them directly in the viewport. This also enables you to use them for particle interactions with other objects such as emitting from wet maps.
X-Particles 2.5 includes many more additions such as:
Trigger Action and Move Over Surface modifiers.
Falloff over Life enhancement in most modifiers.
Greatly improved Follow Spline modifier.
Color blend mode in the Cover/Target modifier.
Curl turbulence source and boundaries.
Many more questions and actions.
Completely revised caching system to bring all cacheable objects under one caching system.
Include/exclude objects as needed from caching.
Multiple caches per object.
Cache playback control through start/stop times, retiming and enable your particles to continue after the cached frames.
RealFlow 2013 particle BIN file format support.
Animate option with offset and retiming to enable animations per particle.
Faster viewport navigation when not playing the timeline.
Improvements to connections so they are more consistent and easier to control.
Faster generation, up to twice as fast.
New features in version 2
multithreaded emitter and other components – far faster when using very large particle counts
up to 1 billion particles on screen (if your computer can hack it!)
two commercial versions, Standard and Professional
new Skinner object (Pro version) – forget the old C4D Metaball object!
set of new Xpresso nodes (Pro version)
greatly improved collision system
new SPH fluid simulation and multiphysics (Pro version)
most modifiers enhanced with significant additional features and functionality
Trail object has new algorithms for connecting generated splines
online updating system for rapid updates and bug fixes
new modifiers, including Attractor, Follow Spline, Morph, Rotator, and Wind modifiers
morph between generated objects (Pro version)
several additional Questions and Actions
enhanced control over modifiers (a modifier can be made to affect just one particle if required)
improved particle group system
particle editing (Pro version)
particle rendering without needing the Hair module – a greatly improved volume shader
It has been cloudy here all day and is just starting to sprinkle here so I thought it might be a good time to update this article with some new information. Added June 13, 2016: Next Limit Realflow, Insydium X-Particles, a Boris tutorial, and more examples.
Glass... One of the first paid projects I had in Cinema 4D was to create glass. Let’s say that I did things the hard way! Here are some tutorials so that you don’t make more work for yourself and tutorials to give you specialized looks with your glass.
The human body is still such an enigma and there are so many technical, yet beautiful, 2D and 3D animations that help to visualize those microscopic mysteries. We had a question about some methods of creating cells and other microscopic elements. First, we have some gorgeous examples to inspire you, followed by a few tutorials for various host applications.
Daniel Danielsson is a Freelance Director / Motion Designer who is based in Hertfordshire, which is north of London, England. I'm not sure how much snow and ice they get there, but Daniel has some fantastic Cinema 4D tutorials on creating frost and ice.
Munk Studios offers this "silent tip" of how to grow X-Particles with Mograph and Proximal shaders. This tutorial also uses xp turbulence, xp freeze, xp collision, xp spawn, xp trails, & displace deformer.
Mike Batchelor explains how to use X-Particles constraints and deformer to create a bouncing, bending motion. It's not true dynamics, hence the name. He uses dynamic springs with constraints and collisions to achieve the effect.
Mike Batchelor's quick start guide to the Skinner. The skinner features a powerful mesher object that can use several particle sources: X-Particles, standard CINEMA 4D emitter, Thinking Particles. It can also use scene objects, completely replacing the CINEMA 4D metaball, to work in conjunction with the fluid system.
The screaming fast emitter in X-Particles allows for an unbelievable maximum particle count of 1 billion particles! Some of the features are covered in tutorials below are:fluid simulation with wet map generationmultiphysics constraintscollision engineMike Batchelor of slouchcorp.com is an expert in X-Particles so you'll be seeing his name here a lot. He does tutorials on his own and for INSYDIUM LTD, the maker of X-Particles. He put together six basic quick start guides on some of the X-Particles features to get you started with X-Particles.
Not only did Mike Batchelor teach me how to create a beautiful particle animation with X-Particles for CINEMA 4D by using fluid created with Jawset Turbulence FD to drive their motion, but I learned what the word ‘advection’ means!
Ben Watts - “I thought it would be cool to create a multi-layered shader in Cinema 4D that could completely change the appearance of an object as it travels across it’s surface. I’ll also cover a basic fire sim setup and how to create ash with X-Particles.”
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