Creative Communities of the World Forums

The peer to peer support community for media production professionals.

Activity Forums Maxon Cinema 4D C4D particle emitter problems

  • C4D particle emitter problems

    Posted by Ben Peterson on August 6, 2017 at 12:08 am

    I have a hollow object that I am trying to fill with particles from an emitter. I have a collider tag on the object and rigid body particle. I’m running into all sorts of annoying problems. Firstly the particles start coming out but then after 60 or so frames they start all freezing in mid air in the viewport in a big bundle like they are getting jammed. Then the whole thing turns into a wireframe and disappears. I need a lot to come out so as to fill the object in a certain amount of time so lowering the amount is not the solution.

    I tried baking it but even the bake looks like crap and jams up. Also my emitter is inside my object but some of the particles go flying out the other way into space. I’m not sure how I can complete this project with these issues as I would like to do camera moves, lights etc but it’s impossible to do anything when C4D is so slow with such a basic animation. I’ve tried all different settings but every time the particles just jam up and fly out everywhere. I can make 10 particles come out no problem but I need hundreds. My emitter needs to be a certain size to fit inside the object it’s filling so it’s 50×50 and the angle is set to 100. I have the particles set to 200. I actually will need more than that but already I can’t even have 200.

    Can someone please enlighten me about this. Am I missing something?

    Ben Peterson replied 8 years, 9 months ago 2 Members · 8 Replies
  • 8 Replies
  • Steve Bentley

    August 6, 2017 at 9:06 am

    Hi Ben, Can you post the project? It could be so many things.
    The escaping particles sounds like they are sneaking out “between frames”. When the particle arrives at the boundary it’s in a discreet spot but its position has to be calculated before the boundary check is calculated. If its traveling at a set speed and the next frame puts it just outside the edge detect distance (but technically still inside the volume), or the mesh of the boundary (being lots of flat planes) isn’t fine enough to get good math resolution, or you’ve chosen a simpler sampling method to get either the particle boundary or the volume boundary, then that particle can appear to cinema to be just outside (like 0.00001 outside) and cinema can only shrug its shoulders and say “oh well one got away”.
    So depending on your emitter type and particle system you can do a number of things: sub frame sampling, turn up the boundary detection distance, pick a different boundary detect type, give the visible particle an invisible parent that has simpler geom and it’s what bumps into other edge first, make an invisible false boundary object that actually is used in the detect and it’s of a simpler shape, or render at twice the frame rate (in essence your are sub frame sampling here) and then just time warp your final in your comp software.

    Also check that all the normals of your boundary volume object are pointing the right way – inside and out- one reversed normal is the same as a pinhole in a bucket (depending on detection routine chosen) .

  • Ben Peterson

    August 6, 2017 at 8:35 pm

    Hi, Thanks for your reply. Im relatively new to C4D so dont understand much of the language you have used in your response unfortunately. I can’t seem to find how I post the project. Where do I upload it?

  • Steve Bentley

    August 6, 2017 at 8:43 pm

    Just above the text box is a line of icons. The last one is a disk. Click that and it will walk you through the process. At the end of that process, near the top right will be little box with an http link in it. Just copy that link and paste in the post and it will show up in the forum.

  • Ben Peterson

    August 6, 2017 at 8:54 pm

    Ok i think i have don this right. Let me know if not.

    11577_particles.c4d.zip

  • Steve Bentley

    August 6, 2017 at 8:57 pm

    got it – let me have a look

  • Steve Bentley

    August 6, 2017 at 9:05 pm

    Ok easy fix. When you are doing collision detection (or frankly anything particle related) you should always polygonalize your models to be emitted and surfaces. If you convert those cylinders to poly’s no more leaks. The system needs discreet geometry to do the math on and the parametric shapes are kinda fluid. You can also sometimes turn off render perfect but the cylinder doesn’t have one of those check boxes I don’t think.

  • Steve Bentley

    August 6, 2017 at 9:10 pm

    You might still run into a few problems because the cylinder is so long compared to the width of the vessel. So it’s conveivable that one will get generated while its already sticking outside the walls. It’s unlikely, but possible.

    I don’t know what this should look like but for what it is the divisions of the cyclinder seems high for this use. So you could bring it down to say 18 or 24 divisions instead of 36 before you poly them. But even with that reduction, the onscreen playback (without rendering) will only go so far before the system can’t keep up with all thats going. These should render really fast you so you can render a movie to check them.

  • Ben Peterson

    August 7, 2017 at 10:01 am

    Hi Steve, This isn’t my actual project , its just one I threw together to as an example of what Im doing. The actual one they are converted to polys and I lowered the divisions also but still leaks and viewport slows down to impossible speed to work with even with the dynamics baked. The bake takes about 30 minutes also.

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy