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Old 04-25-2013, 03:56 AM   #31
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I need this now!!
 
Old 04-25-2013, 08:51 AM   #32
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Quote:
Originally Posted by LucentDreams
Awesome stuff guys, this and David's pshade/cache plugins are going to really change the type of work done in C4D.

My thoughts exactly, can't wait to see the stuff people come up with.
 
Old 04-25-2013, 09:11 AM   #33
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and us too were excited to get this out
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Old 04-28-2013, 05:39 AM   #34
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Really impressive looking work and I look forward to updating! Thanks for doing Maxon's work for them I will be very interested in trying out the nodal workflow, just a pity that xpresso is not multithreaded, but the potential flexibility gains are huge.

One thing that does strike me as missing , especially with the new meshing functions, is an SPH modifier. Is this on the cards for a future update?

Also, what are the options with 3rd party plugins for doing volumetrics. Will T4D or Dpit render x-particles?
 
Old 04-28-2013, 07:53 AM   #35
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Hi James

V2 will ship with an API, so third party's will be able to make modifiers and so on so if they want they can do this

Cheers
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Old 04-28-2013, 10:15 AM   #36
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Quote:
Originally Posted by slouchcorp

@Tyler. here you go 20million particles displayed in the viewport. not that id want to work with that but you can

cheers
Mike


Well dont get me wrong, i'll clarify: working with several million particles, Im talking up to hundreds here, is going to be standard during the coming year, so Im just looking for possibilities to have them in my viewport and being able to pass them to my renderer.

So surely I wouldn't use XParticles to emit/generate 50 million particles, but Im glad to see that there is a way, beyond TP limits to handle/display them. So this is what gets me going

This is also interesting for the coming Krakatoa for Cinema 4D

Good work, certainly exciting..
 
Old 04-28-2013, 10:28 AM   #37
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Originally Posted by Zendorf

Also, what are the options with 3rd party plugins for doing volumetrics. Will T4D or Dpit render x-particles?


no idea about DPit as I donīt owe that - but Turbulence FD works with XP.
If you want to emit from XP you have to go via TP output, if you want to use TFD as a deformer you can go for it like standart particles - see samples in TFD
 
Old 04-28-2013, 10:48 AM   #38
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Originally Posted by Lothar1952
no idea about DPit as I donīt owe that - but Turbulence FD works with XP.
If you want to emit from XP you have to go via TP output, if you want to use TFD as a deformer you can go for it like standart particles - see samples in TFD


Ok, thanks , this is good to know.

Quote:
V2 will ship with an API, so third party's will be able to make modifiers and so on so if they want they can do this


Thanks for the reply Mike. Doesn't really answer my question, but I guess that you can't discuss future developments past v2, since it isn't even released yet. Can only hope that SPH particles are on the wishlist
 
Old 04-28-2013, 11:08 AM   #39
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Originally Posted by Zendorf
Can only hope that SPH particles are on the wishlist


I really doubt that, and dont really see a sense here, there RealFlow for that..
 
Old 04-29-2013, 03:41 AM   #40
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I really doubt that, and dont really see a sense here, there RealFlow for that..


Not sure why you think it is such an outrageous request. For instance SPH is an option within the standard Blender particle system and it works well, unfortunately there is not a good mesher for it yet. Whereas in X-particles there is a mesher but no SPH, so you will be limited to old school blobby/metaball effects. Even the new Modo particle system has "fluid" particles but not sure about the quality as I have not tried the new version.

Even without meshing you can achieve some very cool motion graphics effects such as:

http://www.youtube.com/watch?v=saiVgFCt8is

Not everyone has access to Realflow on every job!
 
Old 04-29-2013, 03:56 AM   #41
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Quote:
Originally Posted by Zendorf
Not everyone has access to Realflow on every job!


+1 on that
 
Old 04-29-2013, 07:46 AM   #42
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The PLE of RealFlow 2013 will cost the same as X-Particles does now btw.

Its not outrageous but unrealistic to expect something as complex and versatile as RF to be integrated in a plugin..

Blender and Modo are complete Software packages btw, not small plugins developed by a handful of guys.
 
Old 04-29-2013, 09:32 AM   #43
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Yes, but the PLE can't be used on a commercial job. I don't think it is unrealistic to expect some sort of SPH implementation some time in the future of x-particles, as it is already very feature rich and this would be an obvious thing to add eventually.

Remotion has the XSPH solver in his Uniflex plugin, which was programmed by one dev. The implementation in Blender was also programmed by one dev in his spare time. You are twisting my words out of context, as I didn't ask them to shoehorn a Realflow toolset into their plugin. It was merely a query as to whether SPH was a planned feature for a future version, so lets leave it at that.

Sorry to the OP for sidetracking your thread, but at least it is getting more bumps
 
Old 04-29-2013, 09:47 AM   #44
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Quote:
Originally Posted by Zendorf
some sort of SPH implementation


Thats the point, where I don't see the point but thats just my irrelevant opinion.
 
Old 04-30-2013, 09:52 AM   #45
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"V2 will ship with an API, so third party's will be able to make modifiers and so on so if they want they can do this"

good news, as soon the API is there we will work to make vray compatible with xparticles

cheers
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