Cinema 4D Particles: Explore with Andy Needham – Demystifying Post-Production – Week 4

Cinema 4D Particles: Explore with Andy Needham – Demystifying Post-Production – Week 4 Come along with Andy Needham as he takes you on a journey exploring the new Cinema 4D particle system in this episode of our Demystifying Post-Production series. You'll pick up all the tricks and tips you need to get up to speed quickly. Andy will show some practical examples of how particles can fit right into your workflow. 00:00:00 Waiting Loop 00:00:20 Welcome, Intro Andy Needham 00:01:33 Housekeeping 00:04:33 Andy on social 00:05:59 About Andy 00:08:40 Q - The Fountain Spiral 00:09:41 Particle, Hexagon Spline Color Tunnel 00:11:36 __ Where to find Particles 00:11:55 __ Forces to work with Particles 00:12:15 __ n-Side Spline, Particle Direction 00:12:55 __ Spline Emitter in Point Mode 00:14:08 __ Instance for Generators 00:15:14 __ Force, Rotation 00:15:53 __ Effector, Time, Rotate Geometry 00:17:50 __ Modifier, Surface Attract 00:20:03 __ Colorize Particles, Color Mapper 00:23:20 __ Field Condition, Kill particles 00:25:59 Particle, Portal 00:28:06 __ Spline Emitter, Thickness 00:29:10 __ Particle Size 00:29:37 __ Color Mapper Data, Size 00:31:22 __ Preview color vs Render color 00:32:29 __ Spline Variation 00:33:23 Q - How to Open a Banana [1] 00:34:28 Q - Jet Engine exhaust 00:37:13 Q - Metahuman support in C4D 00:37:26 Q - How to close a Banana [2] 00:37:36 Q - How to eat a Banana [3] 00:38:15 Particle, Taper Tunnel and Set 00:42:41 __ Placing it into a Scene 00:43:59 __ Teal, Orange Light 00:46:28 __ Preview Render 00:47:26 Q - Sparks from Fire 00:48:11 Q -- Velocity Grit, Advection 00:49:45 Q - Viewport colors vs Redshift 00:52:07 Q -- Shader Cache if problems 00:53:00 Q -- Check version 00:53:32 Q - Particles transparency via Fields 00:58:10 Q -- Gradient's Alpha Channel 00:59:51 Q -- Color Mapper, Fields, Transparency 01:02:29 Q - RS Render, Hair, Fields, Transparency 01:03:50 Q - RealFlow vs new Particle System 01:04:56 Particles, Tree Structure 01:06:44 __ Condition, Y value, Reproduce 01:07:06 __ Branching [1], Kill 01:09:36 __ MoGraph Tracer, Branching [2] 01:11:51 __ Time Condition, Stop 01:13:50 __ Tracer to Volume 01:15:05 Q - Fireworks, trails disappear 01:17:23 Q - Particle and Voronoi Fracture 01:17:51 Q -- Default Selection 01:19:11 Q - Fire Works into shape, dissipate 01:25:33 Wrapping Up 01:26:13 Housekeeping 01:28:27 Thank you and Bye