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    • P
      piece-quality last edited by

      Hello!

      So, here’s the thing: I’d like to create a dripping effect on a specific and dense mesh.

      I have a particle mesh emitter. This emitter has the geometry of a complex shape.

      I’m working with two particle groups: one static (which is the base emitter) and another animated group of particles.
      I’ve added a "field condition" to my first static particle group.
      In my "field condition," there’s a field that triggers the animation of my second group of particles, which is animated (with gravity, friction, swarming, and collision).

      To animate the particles, I’ve placed both particle groups into a volume generator, which is then placed into a volume mesher.
      So far, everything works fine.

      The problem I’m encountering is that, even after adjusting the voxel size and increasing the number of particles as well as the voxel size in my volume builder, I’m not getting exactly the same result as my base mesh.

      I’d like to combine the precision of detailed geometry with the flowing effect generated by the particles, while preserving the precise details of my initial geometry where the particles haven’t been activated yet.
      The idea is to create a smooth transition between the original geometry and the particle-animated volume.

      I’m not sure if I’m being super clear, so I’ve attached my project for reference 😄
      https://we.tl/t-JJAtCR6nM4

      If anyone has any ideas or solutions, I’d really appreciate it!
      Thanks so much!

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      • Dr. Sassi
        Dr. Sassi last edited by

        Hi piece-quality,

        Thanks for the file and for using Wetransfer.

        Here is my "sketch":
        https://projectfiles.maxon.net/Cineversity_Forum_Support/2024_PROJECTS_DRS/20250113_CV4_2025_drs_25_PAst_01.c4d.zip

        The idea is to create a smaller version of your sculpture. Volume and Dilate Erode should be useful here. The amount needs to be the same size as the resulting volume of "particles" so they create the same surface dimensions.
        From there, you can go with two Groups or put both Groups into a MultiGrou.

        I introduce a small movement to get away from the shrunk surface and allow the Collider radius to work without making them jump.
        So far, that needs a lot of particle and computing power.

        I see the biggest problem in finding the balance between Collider radius, and resembling the original surface. I am under the impression that the sculpture melts away.

        If that is not the case, create a much smaller inner shape and emit the particles from there, so they are not showing at all, but after the Field has moved over them, they break through the surface.

        My best wishes for your exploration

        P.S.: Not sure if that helps or just take some time from you, as I ahve not a 100% clear idea about your target, based on the headline.
        https://cineversity.maxon.net/en/tutorials/walking_through_fields_using_fields_with_volumes_adding_chocolate_drips

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • Dr. Sassi
          Dr. Sassi last edited by Dr. Sassi

          P.S.: Just a little example

          CV4_2025_drs_25_PAst_11.c4d
          Or with Tracer

          CV4_2025_drs_25_PAst_12.c4d

          Dr. Sassi Sassmannshausen Ph.D.
          Senior Trainer, Maxon Master Trainer, L&D - Strategist
          Cinema 4D mentor since 2004, Member of VES, DCS.

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          • P
            piece-quality last edited by

            Hi Dr Sassi,

            Thank you! And… sorry for the late reply!

            I’ve ended up changing my mind because I realized that the collisions wouldn’t be as realistic as I wanted.

            Now I’m coming back with another problem, aha:

            I’m using a sphere as geometry for a particle emitter (emission mode: “shot”). The goal is to make the sphere flow with the particles, then transform everything into a mesh via a Volume Builder and a Volume Mesher.

            The issue is that the UVs generated by the Volume Builder don’t seem correct, and my procedural texture is applied incorrectly (stretching or inconsistency)...

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            • Dr. Sassi
              Dr. Sassi last edited by

              Hi piece-quality,

              One favor: If the theme changes, use a new thread for the next questions. Thank you.

              Otherwise, any search in the forum is difficult, as threads are mixed, and finding the information people like to have is hard.

              The Volume System does not have a UV system that follows changes. UV is based on the Polygons of the Mesh as the initial source; if the mesh changes, the UV information from the previous state is not the same.

              If the texture is more about colors, perhaps a Vertex map might help. However, since the changes are not connected (frame-wise), there is typically no option to produce any default motion blur.

              If you open a new thread, please share a simple Project file with your idea. (Images typically do not tell as much as a project file)

              The Triplanar Node might help, even though I doubt it's useful here. However, this is a wild guess since I don't know much about your setup.

              Enjoy your weekend

              Dr. Sassi Sassmannshausen Ph.D.
              Senior Trainer, Maxon Master Trainer, L&D - Strategist
              Cinema 4D mentor since 2004, Member of VES, DCS.

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