Create a Slow Motion Liquid Burst | C4D, Redshift, and Xparticles
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Today I’m going to cover how to make this slow motion liquid burst in xparticles and redshift. Let’s get started.
**The Simulation**
For this project change the FPS to 24 and extend the timeline to 120 frames.
Create an X-particles system in your scene.
**Emitters**
Select your emitter. Click the object tab and change the emitter shape to circle. Change the emitter plane to Y , leave the disc radius to 50cm and the cone angle to 90 degrees.
Click the ring only checkbox. Select the emission tab.
Set the emission type to shot. Shot time to 1F and duration 1F.
Set the shot count to 50,000 particles.
Check full lifespan.
I set the speed to 500 cm and the radius to 12cm with a variation of 9cm.
Under the display tab change the editor display to circle.
Now copy the emitter.
Up the shot count to 85,000 and the speed to 350cm.
Copy the emitter again.
Up the shot count again to 200,000 and change the radius to 8cm and variation to 4cm.
**Modifiers**
Add an xpScale Modifier to your xpSystem. Alter the radius change parameter to -0.1 and increase the variation to 5%.
Under the Mapping tab click Add and under parameter select Scale Change. Make sure that is Mapped to Age.
Add a drag modifier to the scene and increase the strength multiplier to 400%..
Lastly add a turbulence modifier set the noise type to standard, scale to 25%, and strength to 12.
Of course all of these settings could be altered to achieve different looks so play around a bit and get creative.
**Cache**
Add a cache under utilities and set the cache type to Internal Memory.
Click build cache, and wait for your cache to finish baking. 👩🍳
**OvdbMesher**
Add an OvdbMesher under the generator tab and drag your particle emitters under Mesh.
Change the voxel size to 4 and the point radius to 2.
Under the filters tab add a couple filters to smooth out your mesh. I added Laplacian, Mean and Curvature. You can increase the iterations parameter to strengthen the effect of the filter.
You should be getting a nice detailed mesh in your viewport.
**Quick Tip**
Now that we have our OvdbMesher settings dialed in right click it and select “current state to object”.
Then we can turn off the xparticles simulation for now and work on developing our materials with this static geometry that will be much more responsive.
## Lighting
Add a domelight to the scene and add your HDRI of choice to the texture field. Add a spotlight and adjust it to point at our geometry from an overhead angle.
## Post FX
Before I create my material I’m going to setup my post fx so that I’m viewing the render correctly.
Enable postfx in your renderview and turn on the photographic exposure effect. Adjust Allowed overexposure to 1.0
## Material
Create a new redshift standard material. Add it to the OvdbMesher and our placeholder geometry.
Open the material in the node editor.
**Creating the Transparent Material**
Select the standard material node.
Turn the Base weight down to 0.
Change the reflection roughness to .1
Adjust the transmission weight to .9 and change the color to something in the yellow/orange range.
Bump up the dispersion to 9.
Now we have a nice colored glass material with a slight dispersion effect for a little more detail.
**Creating the Metal Material**
In the original render the material had a thin gold edge too so lets add another standard material to our network.
Change the base color to something gold-ishhh.
Turn the metalness parameter to 1 and the reflection roughness to 0.
**Blending the Two Materials**
Add a material blender node and connect the transparent material to the base color. The Gold material will plug into layer color 1.
Add a curvature node and plug it into the blend color. The curvature node creates a black and white texture where the white areas are curved and the black areas are flat. The closer a color is to white the more curved it is.
Select the curvature node and increase the contrast to 3. Under output range turn the min down to -0.1 and increase the max to 2.
When you turn on the redshift render view you should see a gold edge on your transparent material.
## Render Settings
*Now hide your proxy geometry and turn on the xparticles simulation.*
Open up the Redshift render settings. Select the advanced tab.
Under Unified Sampling bump up the Max samples to 2048.
Deselect the Random Noise Pattern check box and turn on the Altus Single Pass denoiser under the denoising tab.
Now you’re ready to render!
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