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Note: if you need to resize a spline, use the scale tool either in Object mode or in Model mode, but do not use both on the same object. But you can use a second emitter to follow the trails of the one which generates the trails. In other words, if you have a Trail object in this field, and the particles to be affected by the modifier are generated by the same emitter used by the Trail object, those particles will be ignored.
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However, note that a particle cannot be made to follow its own trail. It is possible to use an X-Particles Trail object in this field. Spline primitives may be used in here as well as editable splines. This is the spline the particles will follow. The modifier's effect on a particle can be halted by means of another Action, if desired. Until that point, the particle will not be affected, but once activated for a particular particle, the modifier will continue to influence it as long as it is in the field of effect of the modifier.
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In this mode, the modifier will only act on a particle when told to do so by an Action. X-Particle Actions have no effect on the modifier in this mode. In this mode, particles will be affected if they come into the field of effect of the modifier. Uncheck this switch to disable the modifier. This modifier has the following sections:įor the 'Groups Affected', 'Mapping', and 'Falloff' tabs, and for the buttons at the bottom of the interface, please see the ' Common interface elements' page.
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For information about how to use it, please see the section ' Using the Follow Spline modifier'. Note that the scene no longer has a source object or an Explosia FX Wind object in it, but you can now play the scene, which will be significantly faster than the uncached scene, but with identical results.This modifier moves a particle along a spline. You see now why it is crucial that the Explosia FX object name matches the name of the cache files to be loaded! The Cache object will load the cache files from the sub-folder named 'efx_cache_test' and assign the data to the Explosia FX object named 'efx_cache_test'. Make exactly the same changes as the Cache object used to create the cache - that is, set the format to OpenVDB and the Folder to 'efx_cache'. Create a new Cache objectĪdd a Cache object to the scene. If you don't do to this, the Cache object won't be able to load the cached files into the solver. Now rename this to match the name of the cached files - so in this case, it must be renamed 'efx_cache_test'. In a new scene, create an Explosia FX solver object. Now that we have some OpenVDB files to work with, we can reload them into Cinema. Load the OpenVDB file(s) back into Cinema 4D
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You can now import these files into any software which can load OpenVDB volumes. This is all standard behaviour of the Cache object - please refer to that object for more details. That new folder will contain all the cached files, one per frame, named efx_cache_test_000001.vdb, efx_cache_test_000002.vdb, and so on. When you build the cache, a folder with the same name as the Explosia FX object (in this case, 'efx_cache_test') will be created inside the 'efx_cache' folder. The only changes are to set the EFX Format to OpenVDB and to set the Folder to the new folder we just created. In the Cache object, make the following changes: This produces the following result:Ĭreate this anywhere you like and call it anything you like. The wind strength is set to 3 units, and turbulence is also enabled, with a strength of 2 units. You can add the Wind object from the Explosia FX 'Forces' tab. Note that the Explosia FX object has been renamed to 'efx_cache_test' (you don't have to do this, this is just to show an important point in this demonstration): This is a very simple scene with these objects. On this page we'll create a simple simulation, cache it to OpenVDB format, then import it into a new scene. This page covers how to save an Explosia FX simulation to an OpenVDB format file which can then be imported into another application (which must, of course, be able to import OpenVDB volumes).
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