All of our servers’ configurations are publicly posted on our website. Moreover, the workstations are ideal with 256GB RAM capacity and 2T NVMe SSD storage for any project size. They are all equipped with a strong AMD Ryzen Threadripper Pro 3955WX processor, allowing you to extract mesh data, load textures, and prepare scene data more quickly. Our multiple GPU servers are built with top-end rendering GPUs which are RTX 4090 and RTX 3090. If you use X-Particles with Redshift and OctaneRender, you can speed up the rendering on our multiple 2/4/8x GPU servers. It’s compatible with all Cinema 4D renderers such as Standard Renderer, Physical Renderer, OctaneRender, and Redshift. X-Particles has the most advanced particle rendering solution enabling you to render particles, splines, smoke, and fire all within the Cinema 4D renderer. It is built seamlessly into Cinema 4D as part of this software. X-Particles is a fully-featured advanced particle and VFX system for Cinema 4D. For example, in FluidFX, you might create a cube primitive with a collider tag set to within normals and put an emitter inside the cube to replicate the preceding example. However, if you want the fluid to be contained within an object, you have to create it yourself using the required objects and collider tags. If this is a problem, try one of the other fluid solvers. You can add objects to the scene and use the Collider tag to generate an ‘obstacle’ (FLIP systems do not have collider objects instead, particles flow around obstacles) or the Avoid modifier for slightly different outcomes.įLIP fluids are extremely fast and powerful, but one main downside is that they are limited to the domain’s boundaries. Other modifiers that can be used to modify the flow include Wind, Turbulence, and Drag. You can modify the xpFluidFLIP’s other properties, particularly Vorticity and Viscosity, and then render the particles with an X-Particles Material or by using the OVDB Mesher to create a mesh. For further information, see the xpFluidFLIP object here. This is because all of the walls are in place, they will flow out if a wall is not present. As you can see, the particles stay within the domain borders by bouncing off the walls.
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