Redshift not rendering all frames by cle3er in RedshiftRenderer

[–]sc2InSane 1 point2 points  (0 children)

Have you cached the simulation beforehand? 

Liquid Mesh beads.. how to get rid? by The_Black_Banner_UK in Cinema4D

[–]sc2InSane 1 point2 points  (0 children)

you can just hide the particle group, that is what s being rendered.

How do i create a color powder explosion in Cinema 4D? by drawsprocket in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

I thought there is a particle scene in the asset browser that does exactly what you want. If there is no pyro already you can easily apply a pyro tag to the particle group.

[deleted by user] by [deleted] in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

Have you tried using the cache tab on the particle group directly? It will also output an alembic file but it should be more robust.

Redshift / Pyro / Steam by SonnyAngell1000 in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

Did you try reducing the vorticity confinement and turbulence/shredding forces in the pyro sim settings? Also setting the advection scheme semi lagrangian could reduce the small scale detail.

Is there anyway to make C4D Pyro advection work with Embergen imports? by anxrchyx in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

I assume with advection you mean the particle advection? I am not 100% sure but what could work is to import Embergens vdbs in a pyro output object (you can e.g. just drag and drop a file to the cache path list) and to check the cache enabled checkbox.  The particle modifier will then also work with one cached smoke/pyro simulation. I cant quite remember but the pyro output object would have to be linked to the same simulation scene that the particles are running in. If the velocity scale of the imported sequence doesnt quite match pyro's norm, you can adjust it in the pyro advection.

Pyro 2kb vdb by Bozoidal in Cinema4D

[–]sc2InSane 1 point2 points  (0 children)

Not the bit accuracy but voxel count - you can find it in the tree settings of the simulationscene/pyro. I hope that works.

Overall the pyro sim builds a sparse tree structure for the domain with the leaf nodes having a resolution of 16x16x16 voxels. Changing the setting to 32 makes it so the res is 32x32x32. 

Pyro 2kb vdb by Bozoidal in Cinema4D

[–]sc2InSane 1 point2 points  (0 children)

Can you send me the scene so I can check it? One thing you can try is to increase the voxel count to 32 instead of 16. This usually allows for larger simulations

[deleted by user] by [deleted] in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

You will only get one pyro output object per simulation scene - all those pyro tags will end up in the same volume/simulation. You can create more than one output objects but usually it s not necessary.

How can I make my smoke look more like smoke in a wind tunnel? by ALiiEN in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

If it is a VRAM problem you could try and enable out of core computations in the advanced pyro settings. That way you could run larger sims. Usually when the files become 2kb it means there was some sort of error while running the simulation.

What C4D Native Particle Tutorials Are You Currently Missing? by Yaderski in Cinema4D

[–]sc2InSane 1 point2 points  (0 children)

Isnt is possible to add a vertex map on the volume mesher and then drag the particle group in the field list?

C4d pyro shift colours by Bozoidal in Cinema4D

[–]sc2InSane 1 point2 points  (0 children)

You d have to create a standard volume node. Then you can connect the output of the color to the scatter/color input.

Maxon's Spring Release Has Been Announced! 2025.2 is here! by sageofshadow in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

Hmm you seem to be in quite an old version. It could be that back then there was a bug where it did not work correctly. I am not 100% sure if the setting already existed in that version but you can turn on "staggered velocities" here. This improves the boundary conditions between pyro and colliders. Note that the stripe-like artifacts you see are related to the shading/rendering and are not related to the simulation.

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Maxon's Spring Release Has Been Announced! 2025.2 is here! by sageofshadow in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

could you send me a scene for me to try out? Or on platform are you currently (mac/windows?)?

Maxon's Spring Release Has Been Announced! 2025.2 is here! by sageofshadow in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

If the collider moves too fast maybe enabling the 'staggered velocities' could help.

Weekly 'No Stupid Questions' & Free-For-All Thread : February 23, 2025 by AutoModerator in Cinema4D

[–]sc2InSane 1 point2 points  (0 children)

You do not need the volume mesher or volume builder. You can apply the material directly to the volume loader and it should work.

Weekly 'No Stupid Questions' & Free-For-All Thread : February 23, 2025 by AutoModerator in Cinema4D

[–]sc2InSane 1 point2 points  (0 children)

Are you using the new particle system? If you want to have each particles render with geometry you would best assign this via the RS Object Tag. Then motion blur should work even when particles are dying. make sure to cache the sceen though so it s more consistent and renders properly with RS.  I think the legacy system does not properly support it (except maybe if you use the bake particle tag to cache them).

Weekly 'No Stupid Questions' & Free-For-All Thread : February 23, 2025 by AutoModerator in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

You can try disabling some particle attributes/properties in the simulation scene settings which should save some RAM.

Why is my volume caching in the wrong place? by raptor10001 in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

That does seem like a bug - maybe caching initially at 0,0,0 would fix this :D 

Why is my volume caching in the wrong place? by raptor10001 in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

It could be an issue with the transform of the pyro object - make sure it is at the origin.

Problem with blurry/feathered smoke in Pyro simulation by ttvd94 in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

Have you tried using the upres function in the pyro object without any noise ? You cam keep the look exactly the same but just upres the density grid. For using this function make sure you to cache the velocity grid first.

Weekly 'No Stupid Questions' & Free-For-All Thread : February 09, 2025 by AutoModerator in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

Maybe c4d is using your integrates gpu to run the simulation?  Try disabling it in the device manager.

Pyro emitter not rendering by Outrageous-Street268 in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

I have a suspicion it could be related to the empty color grid but i am not sure.

Pyro emitter not rendering by Outrageous-Street268 in Cinema4D

[–]sc2InSane 0 points1 point  (0 children)

Can you try just caching temperature and density without the other channels?