ok this is the general form, and only one way to do it. Not necessarily what you want but it’s adaptable.
13557_softbodypapertrial.c4d.zip
The Wind object is set to Aerodynamics Wind which is only one of three choices, it requires using Lift in the SoftBody tag Forces tab (the other two, Acceleration and Force do not) and makes the paper float down more naturally so it will spread wherever – that can be changed by changing the rotations added by the random tag to get a better arrangement and you could also lower the Lift in the softBody tag to let it fall tighter the increase it after it settles to let the wind have more effect when it starts.
I animated the wind and it’s falloff to allow it all to fall then blow away, once again, totally changeable.
No matter what else, the paper pieces can’t be intersecting with each other at the start like with the cloth simulation (or it ‘explodes’ or paper sticks together at the start) but that means when they fall on each other they don’t intersect there either. To fix that I added a Push Apart effector to move them apart.
Some settings in Project/Dynamics/Expert needed changing
– Collision Margin needed to be much smaller since the default is 1 cm but your paper is small at 15cm x 7 cm so if the collision margin is 1 cm there’s a big gap between pieces laying on each other
– and Scale (right below Collision Margin) needed to be reduced since the small scale of the paper pieces meant the paper was all just dropping through the floor (it’s just something that has to be done with the Bullet dynamics engine, the help says
“This is the factor by which the Cinema 4D units of measure will be reinterpreted in the bullet engine. Simply follow this rule of thumb:
If you have objects flying through your scene that are 100 Cinema 4D units in size, leave the Scale value set to 100cm. If the objects are 1000 units in size set the Scale value to 1000cm.
This value only has to be modified if objects start behaving strangely, i.e., if it comes to faulty calculations.”