Page History
This page provides information about the V-Ray Particles in Cinema 4D.
Overview
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General
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Phoenix
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Render Mode – Specifies how to render the particles - as volumetric or geometry objects. Mode – Sets the shading mode. Depending on the mode, there are different options available in the section below. Bubbles – Each particle is shaded as a spherical, transparent, reflective foam bubble. Surfaces of bubbles that intersect one another are visible inside the bubbles. If you get flickering or noisy renders of tightly packed masses of foam such as beer heads, switch to Cellular mode. Otherwise, in animation, pairs of bubbles would appear with one bubble completely in front of another in one frame, and completely behind on the next frame, once the bubble's center goes behind the other bubble's center. This would cause abrupt changes in the overall look of the foam mass in animation. Cellular – Similar to Bubbles mode, but replaces intersecting walls between bubbles with a curved wall. The degree of curvature is determined by the Pressure variation parameter. This mode is about twice as slow as simple Bubbles but is suitable for close-up foam. Splashes – Each particle is shaded as a spherical, opaque, reflective droplet. Surfaces of droplets that intersect one another are not visible. Points – Particles are shaded as flat discs, each the size of one pixel by default. This mode is faster than Bubbles, Cellular, and Splashes and thus is suitable for large scale foam and splashes over a large surface, such as an ocean surface. This mode is also suitable for rendering non-foamy fluids such as smoke or ink. Because the points are pixel sized, moving the camera away or decreasing the render resolution makes them appear denser, while moving the camera in closer or increasing the render resolution make the particles look more scattered. Note that Point mode does not do reflections or refractions like the Bubbles, Cellular, and Splashes, so the particles look diffuse and sometimes darker if you render them next to strongly reflective materials. Fog – Each particle is put into a grid and the smoke shader is used to visualize the grid's content. This mode is an alternative to Points mode. Color Source – Specifies how the color of the particles is determined. Color – Specifies the particle color. |
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Workflow: How to assign Thinking Particles as a Particle Source
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The contents of this section are determined by the Mode parameter. |
Points
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Bubbles/Cellular/Splashes
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Fog
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V-Ray
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Spheres
Override Radius – When enabled, the radius of the spheres can be set manually, using the Radius option.
Radius – Determines the radius of the spheres in scene units.
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