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INSYDIUM X-Particles v4.0

(1) Review:

  

Spectacularly fast, full-featured particle simulator for CINEMA 4D.

Harness the full power of the particle without using Xpresso or Cinema 4D's particles! X-Particle's exclusive system of Questions and Actions that give complete control over every aspect of your particle simulations, whether you're rendering liquids, gasses, explosions, or something more experimental. X-Particles is nicely integrated into Cinema 4D's workflow and includes sophisticated features that allow you to modify the particles anyway you want.


Highlights

The Latest Release 4.0

An essential component of an artist’s toolkit, we have vastly improved our visual effects features such as Cloth, Smoke, Fire and fluids. Alongside, we’ve given some of our existing features a significant overhaul, others just a little fine-tuning.

Designers can switch effortlessly between motion graphics and VFX, within a unified system built on the most intuitive particle software on the market.

New Features

xpExplosiaFX Part II

xpExplosiaFX comes with its inbuilt forces, but the real beauty is its ability to interact with other X-Particles Modifiers and Generators.

Add xpTurbulence for erratic movement, then drag the Offset xpRotator into your modifier list. Layering up the modifiers gives you unprecedented control over your smoke and fire simulations.

Drive smoke simulations with our new xpFlowField, just create a custom velocity field using xpFlowField and add a circle spline. The smoke simulation hits the velocity field, and the smoke will be affected. You can use the simulation to advect particles, creating stunning effects.

Use xpExplosiaFX to define the colour of your advected particles, custom colour or use our shader. You can even pass on the temperature information of the simulation and use this to colour your particles.

xpExplosiaFX is fully integrated into the X-Particles system, you’ve never had so much control over your smoke, fire and particles simulations.

 

x-particles xpExplosiaFXxpExplosiaFX Part 1

xpExplosiaFX will become your first stop in the creation of realistic smoke, fire and explosive simulations. Various settings provide you with unparalleled control and interaction. Adjust the voxel size to control the resolution. View different channels such as temperature, velocity and speed. You can isolate each channel, for example, switch off smoke to concentrate on fire or vice versa. Introduce the Forces tab, and add wind to your scene, make the movement erratic, and fine-tune the detail by adding curl turbulence, to produce even more realistic simulations.

Select scene objects to interact with your smoke and fire; objects can be polygonal, parametric, or animated. Use the X-Particles emitter source, add some physical data to the particles like fuel, give the emitter an EFX source tag and the particles will create amazing explosions. Increase velocity in the emitter tag, the fire and smoke will respect the initial velocity if the particles, for fantastic mid-air explosions

Render xpExplosiaFX with a standard or physical render inside Cinema 4D, using X-Particles Gaseous shader for outstanding results. For stunning realism and speed of render use xpExplosiaFX in Cycles 4D.

 

x-particles xpfluidxpFluidFX and xpFluidPBD

xpFluidPBD

xpFluidPBD is a particle-based dynamic solver, ideal for fast, small scale fluid simulations. Mix with any of the X-Particles modifiers to fine tune and art direct your fluids.

Combine xpFluidPBD with the new xpSplineFlow modifier to build complex simulation shots for all your clients needs. Add the xpOpenVDB mesher and get fast interactive fluid animations at your fingertips.

The new xpFluidPBD Solver works with all X-Particles systems, add XPConstraints and use the inbuilt viscosity and surface tension to bring life to your fluids. For fast fluid dynamics in X-Particles 4, use the New xpFluidPBD solver

xpFluidFX

Our new hybrid SPH solver xpFluidFX uses the latest techniques in fluid dynamics for medium to large scale fluid simulations.

With the solver added to your scene, you can set your fluid on an as per Emitter basis, giving you full control over the type and look of your fluid simulation. Setting up highly viscous fluids with surface tension is easy, add more Emitters to your scene to create mixed density simulations with ease.

Fill objects and maintain the particle volume, mix in the X-Particles Foam and Spray Object for wonderful fluid advected particle effects.

Collisions are handled with the new xpFluidFX Collider Tag, for full control over collision simulation, adaptive collisions can help save memory for faster simulation feedback.

Use xpFluidFX in creative new ways in X-Particles 4, for unique fluid simulations.

 

x-particles xpclothxpClothFX

The all-new xpClothFX Dynamics system brings remarkably fast cloth simulations right into the X-Particles workflow. You can drive cloth with any X-Particles Modifier and rip it apart with the advanced tearing options. This feature adds a whole new dimension to motion design effects and destruction VFX shots. xpClothFX, the next chapter in our ongoing journey to bring our users a fully unified dynamics system right inside Cinema 4D.

 

x-particles xpflowfieldxpFlowField

The next chapter in particle control, with xpFlowField, the possibilities are endless. They can be mixed and layered to push directed particle effects to the next level.Our fantastic new velocity field generator lets you create custom velocity field effects. You can drive particles with Splines, or Object Tangents or Normals, use the Cinema 4D noises to art direct your own custom turbulence. The possibilities with Flow Fields are endless. They can be mixed and layered to truly push directed particle effects to the next level.

 

x-particles xpspineflowxpSplineFlow

Our new xpSplineFlow allows you to quickly design and art direct the flow of particles along a Spline. The Spline Modifier uses multiple forces to push and pull particles in an organic, fluid motion. Control handles are automatically created along the spline. Each handle can be adjusted to size, position and has it’s own force controls.

Splines can be easily edited, resized and amended; the xpSplineFlow will update in real time. Use xpSplineFlow with other modifiers, such as xpTurbulence and the X-Particles Dynamics Fluid Solvers, enabling you to create organic, realistic fluid simulations effortlessly.

 

x-particles xpcircle packerxpCirclePacker and xpCellAuto

The xpCirclePacker allows you to emit particles while dynamically avoiding intersections. It controls the particle radius and emission point, avoiding overlap. Control the minimum and maximum radii of the packed circles, and use the separation parameter to give your particles space. Scale particles on and off with the Scale Up and Down curves, no need for keyframes!

xpCellAuto generates particles based on three Cellular Automata Algorithms. Elementary mode; controls particles, based on rules about three neighbouring cells to create repetitive, geometric or chaotic patterns. Game of Life; has rules based on the life and death of cells producing authentic looking retro-style arcade game effects. Diffusion-Limited Aggregation; creates impressive growth systems, simulating the natural world with natural cellular structures within Cinema 4D.

 

x-particles xpopenVDBxpOpenVDB

xpOpenVDB enables you to entirely art direct meshes; you can fine-tune the voxel size and radius scale. Use our filtering system to layer up your effects to take total control of your artwork.

Generate unique meshes to create different results on the surface of your object by using the point option. Combine geometry objects and particles using our topology option, allowing you to produce fast, clean Boolean operations on the generated mesh. Add the xpEmitter into the mix, to cut real-time holes into your surface for stunning visual effects.

Whether you want to mesh stunning fluids and dynamic particle shots or create complex models; xpOpenVDB has it covered.

 

x-particles xpstrange attractorsxpStrangeAttractors and xpNewtonGravity

xpStrangeAttractors

Our new Motion modifier will enable you to create abstract, chaotic particle animations. Teamed up with our xpTrail object to create beautiful animated flowing splines; Trail objects can be meshed with xpOpenVDB to generate abstract custom geometry easily.

xpNewtonGravity

Make realistic gravity and orbit animations. Add an object or multiple objects into the Attractors window, and each object can be given an individual gravitational field. Particles can orbit each object, and you have control of the speed and intensity of the gravitational pull.

 

x-particles xpvertexMap MakerxpVertexMap Maker

The xpVertexMap Maker has four different modes to manipulate the vertex weight; Vertex Speed, Texture, X-Particles/Object Vertices and xpExplosiaFX.

  • Vertex Speed, weight is calculated by how fast the object vertices are moving. You can use the weighted object as a particle emitter, access the vertex weight information to drive a scale modifier dynamically, and particles can be scaled up when their weight is full and down when their weight is 0 – excellent for motion graphic effects.
  • Texture, uses the greyscale values of any texture to drive the vertex weight.
  • X-Particles/Object Vertices, drag in your X-Particles emitter and wherever your particles make contact with the map they will paint weight.
  • ExplosiaFX, use with our new xpExplosiaFX object to create custom vertex maps from fire and smoke simulations.

Our new xpVertexMap Maker enables you to create fully procedural real time Vertex Maps inside of X-Particles 4.

 

xp3 header

Core features of X-Particles

These essential features make X-Particles so versatile and easy to use.

x-particles emitterThe Emitter Object

The X-Particles Emitter Object is the beating heart of X-Particles, opening up full control over every aspect of each particle.

Easy to use tools

Bring your simulations to life with easy to use tools for everything from particle life, size, age, colour and much more. You can edit particles, set groups and take complete control with X-Particles.

Emitter Core Features

  • Multi-threading
  • Object and texture based emission
  • Extended particle properties
  • Group management
  • Particle display control
  • Question and answer system
  • Particle editing
  • XPresso support

x-particles systemThe System Object

X-Particles is built seamlessly into Cinema 4D like it is part of the application. Compatible with the existing particle modifiers, object deformers, Mograph effectors, Hair and Thinking Particles. If you know how to use the Mograph module, you already know how to use X-Particles. It's that easy.

Intuitive Workflow

Experience intuative workflow and the possibility to create complex simulations by managing multiple systems.

System Presets

Create your own presets with the easy to use Save and Load Presets feature of the X-Particles System Object.

System Object Features

  • Multiple system support
  • Quick access to all X-Particles features
  • Save and load presets
  • Auto-disable X-Particles objects
  • Video manual for each single X-Particles object

x-particles controlThe Control System

Using a simple and unique system of questions and answers, the X-Particles Control System is the brain centre of your particle simulations. You can setup complex rules and events to trigger an unlimited amount of effects.

Spawn on impact

Do you need your particles to spawn on impact? With X-Particles it's as simple with one question set to collisions. Your imagination is the only limitation.

Particle Attributes

With the familar simplicity of the X-Particles interface, you can control attributes such as collisions, fluids and forces quickly and simply.

Control System Features

  • Question and action system
  • Data mapping
  • Collision triggering
  • Weight modifier
  • Python support
  • XPresso support

x-particles renderingRendering

X-Particles enables you to render particles, splines, smoke and fire, all within the Cinema 4D renderer. A range of shaders are also included for sprites, particle wet maps, skinning colour and even using sound to texture your objects.

Fast Point Rendering

Particle rendering and high quality fast point rendering means every channel has access to modifiers to give you even more control over the end result.

Smoke and Fire

X-Particles comes with a dedicated rendering solution for smoke and fire simulations. Access smoke, fire, fuel and temperature data separately to shape your flames.

Rendering Features

  • Accelerated particle render engine
  • Advanced and physical renderer support
  • X-Particles material for particles, trails and splines
  • Material data mapping
  • Gaseous material for smoke and fire
  • Special shaders for sprite, wetmap, skinner and audio
  • Full Cycles 4D support

License Information

Unlocked: An Unlocked license is not locked to any CINEMA 4D serial number.

Locked: A Locked license is locked to each release version of CINEMA 4D on first use of X-Particles. Once locked it cannot be changed.


Updates

What's new in X-Particles 4.0

New objects in X-Particles 4

  • New Dynamics Objects
    • Cloth FX
    • Explosia FX
    • Flow Field Object
    • Fluid FX
  • New Generators
    • OpenVDB Mesher
    • Planar Mesher
    • New Modifiers
    • Custom Data Modifier
    • History Modifier
    • MultiLevel Spawn Modifier
    • Sound Displacement Modifier
    • SplineFlow Modifier
    • Strange Attractor Modifier
    • Trails Modifier
  • New Tags
    • 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
    • Distance Shader
    • Object Shader
    • Shader Falloff
    • VertexMap Maker Object
    • X-Particles Console

Other features

  • Custom data
    • 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
    • Actions
      • New actions:
      • 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
    • Branch Modifier
      • Branching algorithm improved and legacy mode added to preserve existing scenes
    • Collider Tag
      • 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.
    • Colour Modifier
      • * New operation modes added
      • * Fade Between
      • * Distance From Object
      • * Distance From Camera
      • * Gradient by Parameter modes replicate emitter gradient modes
    • Data Mapping
      • Can now map to additional data including:
      • Particle index
      • Distance to target using either a cover mod or an inherit mod
      • Spline segment length if using a follow spline modifier
      • Particle scale
      • 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)
    • Direction Modifier
      • New relative direction mode added
  • Emitter
    • Object tab
      • 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
    • Emission tab
      • 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 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
    • Display tab
      • Outline Multiplier control added
      • Can now set the emitter icon colour
    • Modifiers tab
      • 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
  • Gravity Modifier
    • New mode added - Newtonian gravity
  • Limit Modifier
    • Mapping of limits to individual axes is now possible
  • Particles Falloff
    • Groups can now be used in the falloff
  • Question Object
    • New questions:
      • 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
  • Scale Modifier
    • New variation setting added
  • Spawn Modifier
    • Spawned particles can now inherit scale and/or radius from the source particle
  • Sprite Object
    • Orientation setting added for placard sprites
    • Sprite lights can now use lens effects
    • New text mode added - 'Uset Text (Phrases)'
  • System Object
    • 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
  • Trail Object
    • 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
  • Turbulence Modifier
    • New Simplex noise (modified Perlin noise) added
  • Xpresso nodes
    • 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

Changes

  • 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.

Fixes

  • 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.
  • 890 – Modifier Source Falloff strange bounding box.
  • 891 – xpCache, xpSystem and xpGroup.
  • 894 – xpTransform Subframe Problem.
  • 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.

18 New Modifiers

  • Control
    • xpColor, xpInherit, xpPhysical, xpRewind, xpTransform, xpWeight.
  • Motion
    • xpAvoid, xpDrag, xpExplode, xpFollowPath, xpGaseous, xpLimit, xpNetwork, xpVortex, xpVorticity.
  • Generate
    • xpBranch, xpDynamicParticles, xpTendril.

All New Core

  • 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.

Licensing

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.

Workflow

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.

Generation

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.

Dynamics

  • 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.

Rendering

  • 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.
  • Wet Maps.
  • Polygon Fragmenter.
  • 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.

Emitter

  • The emitter object includes a host of new features:
  • Motion inheritance.
  • Initial emission state.
  • Defined emission.
  • Many new options for emission from objects.
  • Additional support for mograph effectors.
  • Particle rotations.

Fluids

  • 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.

Rendering

  • 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.

Fragmenter

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.

Particle Paint

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.

Wet Maps

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:

Modifiers

  • 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.

Caching

  • 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.

Generator

  • Animate option with offset and retiming to enable animations per particle.
  • Faster viewport navigation when not playing the timeline.

Trails

  • 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
  • many other smaller enhancements added
  • revised and updated manual

Cinema 4D version

X-Particles 4 will work in any of these Cinema 4D versions:

  • R14
  • R15
  • R16
  • R17
  • R18
  • R19

Hardware

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.

Operating system

Either a 64-bit version of Windows 7 or later, or OSX 10.8.5 (Mountain Lion) or later. Note that Cinema 4D itself may have different requirements, especially depending on the version of OSX you are using. The latest requirements for Cinema 4D can be found on the MAXON website.

Internet access

X-Particles must validate your licence 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

Dynamics
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.

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Customer Reviews

Phenomenal product

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

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Cinema 4D: Animate Growing Foliage with X-Particles

Want to populate your scenes with animated growing vegetation? This step-by-step tutorial from Rob Redman shows you how,...

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Procedural Growing Frost Cinema 4D & X-Particles + Creating a Realistic Ice Material in Arnold 5

Daniel Danielsson is a Freelance Director / Motion Designer who is based in Hertfordshire, which is north of London,...

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In Depth: Rain Generators

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...

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Working With Octane’s Random Color Shader and X-Particles

Learn how to use the random color shader in Octane so that it works with X-Particles, giving you a unique color for each...

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Tutorial: Faking Depth of Field in X-Particles for CINEMA 4D

Mario from INSYDIUM shows a technique to fake depth of field using xpMaterial, for shorter render times!

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X-Particles Explosions in Cinema 4D

Noah Witchell has a tutorial on making a fiery explosion using the FLIP Solver, which is built into X-Particles.

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Creating an Abstract Tentacle Creature with X-Particles and Octane

“As I was creating one of my daily renders I came up with a technique to create an abstract tentacle sea creature using...

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Creating Fireworks with X-Particles

Make sparks fly, well fireworks rather, in one of the many great tutorials from INSYDIUM!

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Logo Reveal with X-Particles

Starting with a simple polygon object, Tim Clapham of helloluxx takes you through the entire process on how to create a...

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X-Particles & Octane in Cinema 4D

This is supposed to be a basic introduction of how to render X-Particles in Octane for Cinema 4D.

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In Depth: Fireworks

Yes, the U.S. Independence Day is upon us once again! Whatever your country or holiday, here are some methods of creating...

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Melting Effect with x-particles by EJ Hassenfratz

Who says tutorials can only be shared on Tutorial Tuesday?! EJ Hassenfratz has kind enough to provide us with this great...

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Grow X-Particles With Mograph and the Proximal Shader

Munk Studios offers this "silent tip" of how to grow X-Particles with Mograph and Proximal shaders.  This tutorial also...

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Growing Neurons / Dendrites Using X-Particles in Cinema 4D

Learn how to create and animate dendrites, or neuron like cels using X-Particles in Cinema 4D.

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Soft Bodies with X-Particles in Cinema 4D

helloluxx offers up this tutorial on how to simulate soft bodies using X-Particles 3 in Cinema 4D.

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2D Splash Effects with X-Particles

Mattias Peresini shows how to use X-Particles for CINEMA 4D to quickly create parametric splash and trails, with homage to...

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Particle Advection X-Particles With Turbulence FD Fluids

Lester Banks always serves up fine content on his blog and here's another via Lester. We first linked to this one in...

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Introduction to Explosions Using X-Particles and Turbulence FD

Josh Johnson from VFXDaily.com makes explosions in CINEMA 4D using X-Particles to drive the Turbulence FD Fluids.

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Make a Tornado with X-Particles

Mike Batchelor explains how to create a tornado rig with X-Particles.

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Dynamics Fake with X-Particles

Mike Batchelor explains how to use X-Particles constraints and deformer to create a bouncing, bending motion. It's not...

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Motion Blur for X-Particles

Mike Batchelor shows a couple of ways to create motion blur using X-Particles default material and objects.

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Procedual Growth with X-Particles

X-Particles 2.5 is used to generate procedural growth structures to create organic forms.

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Nebula Project with X-Particles

Mike Batchelor shows how to create a Nebula structures. He does a great job explaining features of the X-Particles...

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Intro to Questions and Actions in X-Particles

Learn about Questions and Actions with X-Particles in CINEMA 4D.

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Intro to Dynamics in X-Particles

Mike Batchelor takes a look at the constraints (multi physics) and the SPH fluids in X-Particles.

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Intro to X-Particles Collisions

Learn about Collisions in X-Particles v2.5

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Objects To Sand With X-Particles

Ben Watts turns text into sand in CINEMA 4D.

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Create a Cool Spiral with Sprites Attached with X-Particles

FxChannelHouse shows how to create a twistedly fun effect with X-Particles.

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Easy Paint Peeling Effects with X-Particles Fragmenter

Mike Batchelor uses the X-Particles Fragmentor Object to create peeling effects.

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Intro to the Fragmenter in X-Particles

The Fragmenter has the ability to turn any objects faces or objects into controllable particles.

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Corrosion Effect with X-Particles

Mike Batchelor shows how to create a corroded look in CINEMA 4D, using features in the X-Particles Emmitter, Skinner and...

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Introduction to the X-Particles Skinner

Mike Batchelor's quick start guide to the Skinner.  The skinner features a powerful mesher object that can use several...

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X-Particles 2.5 Fluids and Foam

Here's a look at the new fluids system in v2.5 of X-Particles and how they use the core SPH fluids.

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Intro to the X-Particles Emitter

The screaming fast emitter in X-Particles allows for an unbelievable maximum particle count of 1 billion particles! Some...

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Particle Advection X-Particles With Turbulence FD Fluids

Not only did Mike Batchelor teach me how to create a beautiful particle animation with X-Particles for CINEMA 4D by using...

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CINEMA 4D Acid Effect (Sticky Liquid)

Ben Watts of Ben Watts Design shows how to make some icky viscous liquid using X-Particles and CINEMA 4D. 

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Creating Turbulent Fluid Effects Using X-Particles for CINEMA 4D 4D

This tutorial will teach you how to create ink drop like fluid effects using X-Particles for CINEMA 4D 4D.

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Cinema 4D Objects To Sand With X Particles

Post by Ben Watts at BW Design : "In this first look at X Particles 2.5 we'll start by building an emission shader....

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