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learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles

$44.00

X-Particles is an incredible plug-in, currently the most powerful particle system available for Cinema 4D. Covering many of the key features of X-Particles 3, including the xpSystem, Dynamics, Groups, Emitters, Generators, Caching, Modifiers, Questions and Actions, this training will teach you in-depth techniques so you may master this feature rich toolset.

information

title specifications :

duration : just over 7 hours total running time.

minimum requirements : X-Particles 3 / Cinema 4D R13 and above / Some tutorials require the MoGraph module.

nb : This training was created in XP3 and some menus may look slightly different as the interface has changed.  Most techniques covered in this training are still perfectly valid, however, due to the age of this product, this title is now permanently offered at a 50% discount.

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

Creating a Fireworks Simulation

duration : 1 hour 45 minutes

In this introductory tutorial we start with a single particle rocket firing into the sky, we then expand upon this adding a trail to the rocket. We use questions to control effects, specifically the xpSpawn Modifier which we use to add more particles and create a burst as the rocket reaches it’s apex. Adding the xpMaterial allows us to render the result, completing the basic firework setup.

The tutorial continues by introducing the concept of working with particle groups so we can isolate specific effects to groups of particles and we expand further on the X-Particles questions and actions concept. By the end of the tutorial we will have created several types of fireworks and explored a variety of X-Particle principles, giving you a solid foundation to continue developing your own setups.

Building Heads-Up Display Elements - US Map / Globe

duration : US map - 1 hour 5 minutes / globe - 1 hour 30 minutes

Particles are the ideal medium for creating heads-up display type graphics. In this class, we use X-Particles to build a 2D map, which we then expand upon to create a fully 3D globe.

The 2D map introduces a variety of emission objects including emission from objects, splines and textures. We use texture to control emission density, particle colour and speed. The addition of network lines that travel from city to city completes the project.

The 3D Globe is revealed using a burst of particles as the surface land mass is formed. Using MoGraph and the xpTrail object, we add radial lines that move around the surface. In total, we build 8 different particle systems which when combined, create a complex and detailed computerised visualisation of the planet revolving.

Growing Branching Structures

duration: 1 hour 50 minutes

This tutorial is an exploration into the xpBranch Modifier. We start by examining the modifier to fully understand the principle. We build various types of branching structures, including long grass, a snowflake generator and some tree type shapes.

In the final part of the tutorial, we build a rig which allows us to create a branching plant which grows across the surface of an object. As it grows we spawn leaves along the branches and then by using various questions and actions, we add in some blooming flowers on the tips of the branches.

Introduction to Fluids

duration : 56 minutes

X-Particles 3 has a fairly robust fluid engine and this tutorial introduces you to some of the options available. We start by exploring the xpDomain, which is a Flip fluid solver, creating some simple splashes, dropping objects into the fluid and merging two particle systems, each with unique parameters.

For rendering fluids, we need to create a mesh and this tutorial introduces the xpSkinner object, looking at the functions available and smoothing options.

Finally, we create a highly viscous fluid using a combination of the xpFluidSPH object and xpConstraints.

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx

learn. X-Particles with Tim Clapham from helloluxx