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Activity Forums Maxon Cinema 4D Alternative solution to thinking particles and pyrocluster?

  • Alternative solution to thinking particles and pyrocluster?

    Posted by Mark Jobe on April 15, 2010 at 3:10 pm

    I’m working on a scene involving a lot of sculpted clouds. I got as far as using a combination of TP and the Matrix object to attach pyrocluster particles to the objects points. It’s gonna take a hell of a long time to render though unless i can go back to 1983 and start the render then. Alternatively i came across a workaround in Maya.

    My question is can anyone figure out how to do something similar with C4D? My understanding of Maya is very basic but so far i’ve figured out that something similar in C4D would involve a noise texture in the colour channel and fresnel shader in the alpha channel with the black and white reversed. I’m still not getting the results i’m looking for. The outer edge doesn’t quite disappear unless i eat way too much into the model. There are also issues where two models intersect.

    Here’s a breakdown of the Maya texture and the youtube clip explaining his workaround.

    https://www.creativecrash.com/maya/tutorials/texturing/c/3d-cloud-shader
    https://www.youtube.com/results?search_query=making+of+clouds+for+devils&aq=f

    Thanks

    Mark

    Mark Jobe replied 16 years, 1 month ago 2 Members · 2 Replies
  • 2 Replies
  • Adam Trachtenberg

    April 15, 2010 at 3:55 pm

    I don’t know enough about Maya’s material system to translate that, but another thought: have you tried adjusting the PC volume tracer’s settings? The default settings are quite slow. Changing the world step size and ray trans limit can make a huge difference without messing up the appearance too much (scene dependent, of course).

    For example, I just did a test render of a basic cloud that took 1:17 to render at the default settings. When I changed the world step size to 5 and ray trans limit to 1% it rendered in eight seconds and looked almost identical. I changed world step size to 10 and ray trans to 2% and it rendered in four seconds and still looked almost the same as the 1m 17s second render.

  • Mark Jobe

    April 19, 2010 at 6:03 pm

    Thanks for getting back to me Adam. The Volume Tracer was a helpful suggestion. It’s something i was aware of and I had already experimented with several settings. Maybe i still need to look into this further.

    I’ve found also that switching from the vertex mode to surface has helped considerably. I can cover the object with particles without needing as many. I started to using the volume mode at first but it kept getting the beach ball of doom. I seem to be getting further with the vertex mode though.

    Thanks again for your suggestion.

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