Make Any Tree in Cinema 4D with X-Particles | xpBranch Modifier Explained
Ғылым және технология
Learn how to use X-Particles to create complex tree geometry using the powerful xpBranch Modifier. Discover how a particle solver can be used to create organic splines and mesh them in a procedural way.
04:29 - Quick xpBranch Modifier Overview (More explained and reviewed throughout video)
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Пікірлер: 44
great work! thanks for sharing your knowledge. Excited for the next the detailed breakdown of everything is perfect, much to learn
@JeremySeiner
4 жыл бұрын
Thank you! And thanks for watching!
Super helpful tutorial and loved how you explained everything! Keep them coming man!
@JeremySeiner
4 жыл бұрын
Thanks! Glad you enjoyed it!
This tutorial was so awesome, thanks Jeremy!
@JeremySeiner
3 жыл бұрын
Thanks! Much appreciated! 😊
Xparticles is freaking amazing. I can't get enough of it. Very powerful tool and also nice tip. Thanks
@JeremySeiner
3 жыл бұрын
I can’t get enough of it too! Thanks!
You're a natural teacher. Thank you!
@JeremySeiner
4 жыл бұрын
Thank you!
Explanations at the top!... Big Thks ;)
@JeremySeiner
4 жыл бұрын
Glad you liked it!
Очень классная подача! Спасибо😍
@JeremySeiner
4 жыл бұрын
Thank you
Good tutorial
@JeremySeiner
2 жыл бұрын
Thanks!
Great tutorial, learned a bunch of useful things here. Although I should point out that there was no leaf spawning in either the main limbs or supporting limbs, so you went through a lot of extra steps, when you could have just removed the spawning in the trunk with one click. Edit a couple of days later: Now I see why you did it that way, and you were right in doing so: The root level spawning HAS to be turned on for any branches to spawn.
@JeremySeiner
3 жыл бұрын
Thanks! Yes haha it was tricky to get the leaves to spawn where I wanted them too but I think this result helps out in getting them on the branches correctly. I'm guessing it follows a procedural chain where you have to enable the root level first in order for it to see the subsequent branches.
Hey it's a great tutorial thank you! I would like to ask about the leaf emitter number could control somewhere??
@JeremySeiner
3 жыл бұрын
Kana Terao yes you should be able to adjust that with either the spacing of how many times the tree branches, or with the emitter itself.
@Kana-ki5fw
3 жыл бұрын
@@JeremySeiner thanks! I'm excited next tutorial ♡
Hi Jeremy thanks for your tutorial! Really helpful! I'm wondering is it able to bake the tree animation and output as a fbx file?
@JeremySeiner
3 жыл бұрын
Hello Wayne, yes I think you can. You should be able to export the scene as an from the file menu. I’ve exported simulations like these as FBXs before. I’ve also done Alembic this way. If it doesn’t work right away, try using the x-particles cache object first to solidify the simulation. I’d be happy to hear how your results turn out. =)
@Wayne-sn6qy
3 жыл бұрын
@@JeremySeiner Hi Jeremy. I tride the way you taught me. However, Icould only output one frame everytime even though I check to bake all frame in settings :(
@Wayne-sn6qy
3 жыл бұрын
Also I have another question is, how to build xpcache inside the timeline to export them as FBX? It has confused me for a year. Thanks~
@JeremySeiner
3 жыл бұрын
@@Wayne-sn6qy hmmm I’m not sure. I will have to look into that. If you do find a solution, I would be happy to learn what you have discovered. =)
@Wayne-sn6qy
3 жыл бұрын
THANKS ALOT
is it possible to export the branch file into an .stl file for 3d printing? Curious about the potential of exporting particle effects like water.
@JeremySeiner
3 жыл бұрын
That’s a good question. Unfortunately I don’t have any experience in that manner. I’d be curious to know as well 😅
HI its Saeed from iran Go to bed dude and rest well !!
Strawberry hahah Thanks Jeremy :)
@JeremySeiner
4 жыл бұрын
You're welcome!
what about collision?
@JeremySeiner
3 жыл бұрын
I think I would decimate the mesh down to less geometry first either by retopologizing or with something like Zbrush, then use some simple joints and rig it up so that the branches and limbs moved naturally. Then you can use soft or hard collusion features to get it to interact with other objects.
I've turned the leaf emitter speed to 0 but they are still floating about. Any ideas where Im going wrong?
@JeremySeiner
3 жыл бұрын
I would try increasing the iterations count under x-particles settings. It might be a collision issue, or a radius for the particle issue.
@fuddyduddy306
3 жыл бұрын
@@JeremySeiner Awesome thankyou so much for the tutorial! :D Do you know if there is a way to use a baked animated leaf in the generator?
@JeremySeiner
3 жыл бұрын
@@fuddyduddy306 I’ve never tried but I think it might be possible. I’d assume it should work but let me know if it does!
@fuddyduddy306
3 жыл бұрын
@@JeremySeiner Yeh kinda works, I just cant figure out how to time the animation with the particle spawn
@JeremySeiner
4 жыл бұрын
Thanks!