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Objects cannot only be filled with particles, but it is also possible to cover their surface:

  • Add a "Fill" emitter and drag the object meant to be covered with particles, to the emitter's "Body" slot.
  • Set "Particle Distribution" to "Particle Layer".
  • The emitter's "Emission" tab collapses and shows a reduced parameter set.
  • In order to get a more or less dense particle distribution increase/decrease the fluid container's "Resolution".
  • If the particle layer is not updated automatically, reset the scene: go to the timeline's last frame, and then back to frame 0.

 

Image: filling_objects_2_particle_layer_01

 

With the help of the "Texture" option it is possible to restrict the particle layer to the patterns of a shader or bitmap:

  • Create a standard material and add a bitmap or a shader like noise to one of the channels, e.g. "Color".
  • Drag the material's texture thumbnail to the "Texture" slot of the parameter.
  • White parts of the image/shader will be used to create the particles.
  • Reset, if necessary.

 

Image: filling_objects_2_particle_layer_02

 

Here's an image of a capsule with Cinema 4D's standard noise shader used as a mask for the particle layer:

 

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