![]() I would still have greatly preferred to use Thinkbox Xmesh but it's not available in C4D (yet?). The fracturing was done with Rayfire, which became a quite involved because there were many individual pieces to the models, which needed to be fractured as a single object and of course needed to maintain UVs and separate material IDs for the different parts of the models. This spot gave me the chance to test out the workflow between Cinema 4D and 3DS Max since the rendering all came from C4D and Octane, which turned out to have minimal issues using the alembic file format. As a Game of Thrones fan it was really satisfying to work on and as an FX Artist, it was an amazing opportunity. I did the dynamic simulations and FX including fracturing, rigid body simulations, dust, wild fire, smoke, debris and snow. I also contributed in compsiting of the FX elements. "Mapping Max" describes the maximum parameter value indicated by the brightest colour.I had the chance to work with the talented folks at Bigstar on this teaser for Game of Thrones."Mapping Min" describes the minimum parameter value indicated by the darkest colour.Drag the channel's thumbnail to the "Texture" slot of a parameter.Expand the parameter by clicking on the small triangle.Create a Cinema 4D material and apply a bitmap, a surface or a shader, like"Noise", to one of the channels.The mode of operation is the same for all parameters: ![]() Just click on one of the small triangles next to a parameter's name to open this dialogue: "Friction", "Bounce", "Sticky", "Roughness", and "Collider Velocity Factor" can be controlled through bitmaps and shaders. Controlling Interaction Through Bitmaps and Shaders The value is calculated automatically based on "Collision Distance". With 10, for example, particles within a distance of 10 units (depends on the actual scene scale) from the object's surface will be affected by parameters like "Friction", Bounce", etc. can be expanded and controlled through bitmaps and shaders (see below).is mainly used if the collision between particles and objects turns out too weak.This parameter is only relevant in conjunction with moving objects! "Collider Velocity Factor" "Roughness" can be expanded and controlled through bitmaps and shaders (see below). This value ranges between 0.0 and 1.0 and adds randomness to the object’s polygon normals to produce a slightly different collision direction. ![]() "Sticky" can be expanded and controlled through bitmaps and shaders (see below). It can be seen as a “glue factor” to make particles stick on the object’s surface. You can use positive (attraction) and negative (repulsion) settings. "Bounce" can be expanded and controlled through bitmaps and shaders (see below). BounceĪ value of 0.0 creates perfect elasticity, while higher settings make the particles lose appropriate amounts of their energy. "Friction" can be expanded and controlled through bitmaps and shaders (see below). This parameter accepts all positive values between 0.0 and 1.0. Higher values can even stop particles from moving. Interaction FrictionĪ value of 0.0 creates absolutely no friction and a perfectly even surface. If you want to enable or disable "Continuous Collision Detection" manually, reactive this option.
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