15:40 I found something interesting. When adding the object to the collider - I like to break off and test things once you say what you will do before you do it so I can't test if I can Inuit it. So when I went to test dragging the object or the collision tag, I pulled in the cube and noticed it worked... then I hit play on your video and you had the tag dragged in and it work... then I realized my default mode was excluded and the cube worked, and you had included and the tag worked - then I flipped the setting vice versa and they worked both worked with the opposite modes. Idk if this helps anyone or gives insight but I figured it was worth sharing.
the black n white porsche emblem you talked about is called the Porsche Turbonite Crest, this has been created after Porsche and Pantone teamed up to give the Turbo models a special touch :)
Hey, I'd like to ask, how can I solve the problem of running out of video memory when rendering too many particles with Redshift? Failed to allocate necessary GPU recyclable memory. Aborting the render.These are the exact words of the error
Bro if possible, can you make a tutorial breakdown of how the "Dissolve Bust" was made? its one of the example scenes under particles tab in Assets browser c4d2025. Thank you!
@@NN_86 probably not on that scene specifically because that would just be a breakdown of the scene from the assets browser and that’s easy enough to dissect for people who can break down the file. But I’d do that technique on something else for sure!
I'm not sure, I assume you can do some projects faster and easier. XP are loaded with options and art direction. For example, I miss Turbulence FD a lot, smoke and fire in C4D is not good at all.
Certainly agree with you there. I struggle to gel with the C4D pyro. These new particles are great. But they crash a lot, for some reason get slower after caching. And the particle groups are kinda weird. Like why can’t I have a cache object? Why am I limited to one cache? And why am I forced to cache it to alembic? The great thing is you can get amazing results really quickly if you need a quick solution to particles. But as of right now XP absolutely trumps these for most use cases. That’s baring in mind these particles aren’t even a year old yet. They will get better, but in my opinion they need to be less beginner friendly and more structured around complexity. XP is scary to new people, which is good. So is Houdini. Which usually means on the other end of that is really really high potential for good results. Also, they seem a bit afraid to add too many modifiers. But time will tell like I said these are only going to get better and god knows to what extent. The particles are absolutely mind blowing to have in C4D by default, but going from something as matured as XP to a particle system 8 months old and comparing them is probably unfair. XP still wins for now.
Oh man. You are killing it with these Native Particles tutorials. Amazing information. Thank you for doing this
Appreciate that man!
15:40 I found something interesting. When adding the object to the collider - I like to break off and test things once you say what you will do before you do it so I can't test if I can Inuit it. So when I went to test dragging the object or the collision tag, I pulled in the cube and noticed it worked... then I hit play on your video and you had the tag dragged in and it work... then I realized my default mode was excluded and the cube worked, and you had included and the tag worked - then I flipped the setting vice versa and they worked both worked with the opposite modes. Idk if this helps anyone or gives insight but I figured it was worth sharing.
Legend!
the black n white porsche emblem you talked about is called the Porsche Turbonite Crest, this has been created after Porsche and Pantone teamed up to give the Turbo models a special touch :)
@@MurtoxAahhhh! Of all people the main man Ricardo knows the answer! Idk why I thought it was Brabus.
@ haha ofc its me. Ye idk why u thought it was brabus either since that has that bulky B as logo
@@Murtox probably because I knew brabus was a special edition and they look epic
@ they look incredible! That brabus r900, gotta be my fav, those hips are mad wide
Very excited to try this
These are awesome man 🔥
I noticed that the tutorial had at one point included time remapping with key framing the time scale? Anyway to get that version? Thanks
Very quality tutorial, thanks❤❤❤🥳
Dude! Thank you!!!
So sweet 😋 ❤❤❤ thank you
omg this is ddopeeeee😎
Thanks
Cool!🎉🎉🎉🎉
🔥🔥🔥
Dope
Hey, I'd like to ask, how can I solve the problem of running out of video memory when rendering too many particles with Redshift? Failed to allocate necessary GPU recyclable memory. Aborting the render.These are the exact words of the error
@@ZhiqiangLiu-z1r have you cached the particles
That's amazing! Excellent tutorial. With this update, is it possible to add motion blur using the Octane tag?
@@brenobistene4357 Thankyou! yes but it was showing up a bit weird on my renders
Does that work for Cinema 4D 2024?
Can I use Arnold instead of octane?
Bro if possible, can you make a tutorial breakdown of how the "Dissolve Bust" was made? its one of the example scenes under particles tab in Assets browser c4d2025. Thank you!
@@NN_86 probably not on that scene specifically because that would just be a breakdown of the scene from the assets browser and that’s easy enough to dissect for people who can break down the file. But I’d do that technique on something else for sure!
@ looking forward to it! Thank you!
i posted my renders inspired by you but cant find your links instA (link doesnt work)
@@chalvlad I’ll try fix that! It’s @sketchyvisuals
Do you think this can replace the need for x particles?
I'm not sure, I assume you can do some projects faster and easier. XP are loaded with options and art direction. For example, I miss Turbulence FD a lot, smoke and fire in C4D is not good at all.
Certainly agree with you there. I struggle to gel with the C4D pyro.
These new particles are great. But they crash a lot, for some reason get slower after caching. And the particle groups are kinda weird. Like why can’t I have a cache object? Why am I limited to one cache? And why am I forced to cache it to alembic?
The great thing is you can get amazing results really quickly if you need a quick solution to particles. But as of right now XP absolutely trumps these for most use cases. That’s baring in mind these particles aren’t even a year old yet. They will get better, but in my opinion they need to be less beginner friendly and more structured around complexity. XP is scary to new people, which is good. So is Houdini. Which usually means on the other end of that is really really high potential for good results.
Also, they seem a bit afraid to add too many modifiers. But time will tell like I said these are only going to get better and god knows to what extent. The particles are absolutely mind blowing to have in C4D by default, but going from something as matured as XP to a particle system 8 months old and comparing them is probably unfair. XP still wins for now.