I’ve been on the beta team for X-Particles, a particle plugin for Cinema 4D by the folks at Insydium Ltd. for about a year now. It’s been a real pleasure watching the plugin develop from the inside, and I’m continually in awe of the skill and talent demonstrated by the development team on a daily basis. X-Particles, which is currently at Release 2, with version 2.5 right around the corner, is destined to be the must have plugin for pro c4d motion graphics VFX (and medical) artists alike, if it isn’t already.
Among its many features, X-Particles Pro includes fluid dynamics, something that many C4D artists, myself included, have hoped would find it’s way into the software’s feature list for years. While there is still some growing to do in this area of the plugin package, I can say that this growth has accelerated greatly since version 2 was released, and I think many will be blown away by how easy fluids are to work with as well as the quality of the results in the upcoming 2.5.
Here are a few of my tests.
This short “teaser” began as a simple test of the upcoming “Move Over Surface” modifier. Particles are simply emitted towards a sphere, which the particles then land upon and traverse the surface of. A very common need with particle work, but was missing in X-Particles until now. I switched on fluid dynamics and was liking the way the particles flowed towards and onto the surface. I then used the Skinner generator object to mesh the particles, applied materials and lighting, and shot the scene from several angles.
What would make the results of that test better, would be the addition of wet maps on the surface of the metallic sphere, and better particle meshing, both of which hav been included since this clip was rendered. Xparticles 2.5 now includes wet map generation as well as two new particle mesh algorithms: Fluid, and Zhu-Bridson.
Below, I drop several million particles into a torus object. The particles are rendered with its’s proprietary particle shader. The particle shader and render engine in 2.5 have been enhanced by the development team to render in a fraction of the time compared with version 2.0. Partciles will also render using the C4D physical renderer, and render with refraction and reflection. This test not only demonstrates ray-traced rendering within a transparent, refractive object, but also illustrates some of the improvements in fluid/liquid dynamics.
Here are two more tests. A viscous pour into a half of a sphere. The first is the particles alone. the second is the meshed version of the same scene.
Hope to post some more tests soon.
To wrap up, I should say that this release is just amazing. Not the beta-fanboy hyperbole “amazing” but the fast, useful, jam-packed and affordable kind of amazing. So many areas have been improved since 2.0 and many new features have been added. XP is a lot of fun to work with and provides the c4d community an affordable arsenal of cg weapons that will aid not only your standard particle needs, but motion graphics, visual effects, and even modeling needs, for instance, using the skinner (XP’s meshing generator) in conjunction with particle painting allows for organic sculpting without the need for the outdated cumbersome and poorly topologized metaballs. If anyone has followed the development of similar 3rd party toolsets in other packages and thought, I want that too”, well there’s no doubt you’ll be getting that with X-particles. Already looking forward to version 3.
Thanks for reading.