CINEVERSITY

    Maxon Logo
    • Login
    • Search
    • Recent
    • Popular
    • Users
    • Groups

    Render C4D Particles in Standard Render Engine?

    Question & Answers
    2
    4
    26
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • E
      entry-newspaper last edited by

      Dr. Sassi,

      This post piggybacks mine from earlier, regarding motion vectors.

      I'm still running some experiments, trying to find ways to generate motion vector data, without the tremendous render times inside Redshift. I feel like I might be able to get away with generating them with the standard renderer for some of my scenes / objects. However, I'm going to have several instances where I'm creating (C4D) particle effects. Those beauties will be rendered through Redshift, however, I'm wondering whether I can create the particle motion vectors in Standard? I know that the C4D particles are just data, hence the need to generate the visible results with a RS tag. But what's the equivalent, in standard render? I'm guessing there is no perfect 1:1 solution. Would it be a MoG Matrix object, which could use the particle data?

      Thanks, for any ideas you might have!

      1 Reply Last reply Reply Quote
      • E
        entry-newspaper last edited by

        Update, I did figure out that it's not terribly difficult to accomplish some of what I was asking about, in regards to the native particles.
        Use a MoGraph Object, set to "Object" mode, then drag the Particle Group into that selection. With the MoG set to "Multi-Instance" it's not terribly laggy, either.

        All good!

        However...I'm realizing that MoGraph is not likely going to read the Data Mapper I have used to control the scale of the particles, over their lives.
        So I'm not sure I'll be able to get close enough to make the resultant motion vector render match that of the RS particles beauty pass.

        1 Reply Last reply Reply Quote
        • Dr. Sassi
          Dr. Sassi last edited by Dr. Sassi

          Hi entry-newspaper,

          Thanks for the update. Yes, combining things is often a great way.

          I have no idea about your target, so please ignore it if it doesn't fit, but I hope it triggers some other ideas.

          Color is often used to store values, and with the Particle Node Modifier, you can just feed data into single color channels. A single channel of color becomes a gray-value, usable as a mask, etc.

          Example:
          CV4_2026_drs_26_PTmg_01.c4d

          https://help.maxon.net/c4d/2026/en-us/Default.htm#html/NET_MAXON_NODES_SIMULATION_PARTICLENODEMODIFIER_MODIFIER-NET_MAXON_NODE_BASE_GROUP_INPUTS.html

          Cheers

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

          1 Reply Last reply Reply Quote
          • E
            entry-newspaper last edited by

            Good morning, Dr. Sassi.
            Thank you for the example. You beat me to the punch, because I was going to show you (attached) a much closer proxy of what I'm creating.
            You can see that the Data Mapper is controlling the radius of the particles, over their age percentage.
            However, when you enable the MoG Object, you'll notice that it (not surprisingly) doesn't see that data, so the radius of the particles (clones) remains constant.
            Was your project showing a way to also solve for the radius? My apologies; my brain is still waking up today...

            particles to MoG test.c4d

            1 Reply Last reply Reply Quote
            • First post
              Last post