INSYDIUM LTD
INSYDIUM NeXus Blender Preview
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Taiao has been stacked out with brand new features, providing improvements to artistic workflow, animation, growth effects and realistic forces.
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nxQuestion enables the triggering of effects from particle and scene data. Use it to write your own scripts to drive particle effects. You can even use AI generated code!
Although nxQuestion can get incredibly complex, it can be used simply and intuitively, even by beginners. You can infinitely layer up questions and actions in a logical workflow, making complex scenes easier to build and manage.
Use fields with nxQuestions to trigger actions. We’ve added a loop layer, meaning particles will return to their original position. Use the fast-calculating particle neighbour search to drive recursive spawning effects and restrict the growth by using an object volume question.
Use nxQuestions script layer to create your own GLSL scripts for bespoke particle effects. Or use ChatGPT to generate code for you. Paste in the pre-prompt instructions to teach the AI how to work with X-Particles and then ask it a question!
The brand-new NeXus Data Mapping system makes it possible for every single modifier and dynamic modifier to be data mapped. Layer up your maps, set parameters and adjust it to your needs.
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Taiao has been stacked out with brand new features, providing improvements to artistic workflow, animation, growth effects and realistic forces.
Want to know more? Head this way! 👉 buff.ly/3r3pDGB
#INSYDIUMFused #Taiao #SneakPeek #ComingSoon #C4D #CreateLikeNeverBefore
Taiao has been stacked out with brand new features providing improvements to artistic workflow, animation, growth effects and realistic forces.
toPlant now has per plant layer modifier stacks, meaning you can procedurally layer up modifiers like furling, turbulence and displacement that can be added per plant layer. You can also animate individual layers using Fields.
A new growth system provides the ability to animate the growth of each individual plant layer. Use key framed leaves and key framed custom objects and animate their growth individually. Fields can also be used to grow these animated layers.
Forces in toPlant has been rebuilt. It’s now fully layer based, with individual control per plant layer. You can adjust the strength of forces along the length of the trunks and branches, use fields and activate leaf bending on a per leaf basis, for complete artistic control.
toLeaf is the new procedural leaf generator. Create realistic vein structures and utilise the same modifier stacking capability as toPlant. Layer multiple folds, furling and turbulence for specific looks. Control the look of the profile orientation, distribution, and size variation.
And to round it all off, toFlower is now a stand-alone object with its own procedural layering system. Build your flower with individual flower parts as individual layers.
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Bob will cover the new tfRiver coming to TerraformFX and mtRayline. We’ll also be focusing on nxQuestions in this stream.
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Once created, we'll adjust the settings to create infinitely looping, realistic waves.
We'll then use an additional xpOcean, in deformer mode, to negate any repeating wave paterns.
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NeXus is even more powerful than before, with additional parameters and a whole host of modifiers.
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Use nxUpres to upres low count particle simulations. Use the cached emitter as the source and an emitter as the destination with a higher particle count, then hit play for live generated, high-particle count simulations, based on the velocity of the source particles.
xpInfectio is now on the GPU as nxInfectio.
nxWave creates a live velocity field that generates animated waves for fluid simulations. We’ve even added six custom noise types especially for NeXus!
xpFoam is now on NeXus as nxFoam, making art directions quicker and easier.
nxWind has been updated with a Von Karman mode, meaning you can create far more physically accurate gusting for realism in simulations.
Particle to object avoidance is now on the GPU with nxAvoid.
nxFlock gives you the ability to layer up several flocking behaviours, like chaos and cohesion. Create pursuit objects for your particles to chase or create enemy particles for which to flee!
With nxBlend, you can now use several blend modes. There’s a new waiting tab for layer-based waiting per particle emitter, enabling you to create amazing blending effects.
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The new features added to X-Particles make it more powerful than ever. You’ll be able to generate particles from cached scenes and we’ve added updates to the emitter and added multi-instance support for generators. 👌
Watch the full video here! 👉 buff.ly/3JrxR1p
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You’ll now also be able to generate live particle effects, like spawning and foam, from cached particle scenes. Simply activate an xpSpawn with a spawning emitter, hit play and spawn particles from the position of the cached particles. Upres an xpFluidFlip scene by generating live foam from the cached fluid simulation.
NeXus fluid tools have been updated with this ability, which is interchangeable with X-Particles.
In this next update, X-Particle will support multi-instances. Multi-instance mode makes it possible to play heavy scenes and view the animation without issue.
We’ve added a new rotation mode to the xpEmitter to ensure the correct orientation of stuck particles. Activate local rotation for it to work.
To top it all off, we’ve added a spline mesher planer mode, to generate ribbons from xpTrails or any scene spline.
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mtSplineFX is the new spline effects generation tool, coming to MeshTools - perfect for creating forked lightning, designing cabling systems, detailed webbing designs and complex electrical arcing systems!
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#INSYDIUMFused #MeshTools #SneakPeek #ComingSoon #C4D #CreateLikeNeverBefore
Connect objects by simply dragging objects into the start and end object properties boxes. Connection objects can be polygon objects, splines and generators, like mograph cloners. You can also connect X-Particles.
mtSplineFX has noise-driven motion control for animated splines with a choice of noises. Simply layer up small noise detail and use the falloff curve to map the effects of the motion along the spline.
Quickly and easily create scene wires and cables, using the animation settings in the growth tab, along with the gravity settings.
You can make connections based on your original connections. You can add fork layers, with adjustments available to the length, length variation and angle of the forks. Falloff can also be used to dictate the noise and distribute it along the splines. Additional forks can be generated from forks by simply adding another layer.
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We'll setup the xpEmitter to create a particle for every object polygon, and link this to the xpFragmenter.
Then we'll tidy it up by adjusting the settings to ensure the UV mapped textures are maintained throughout the animation.
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TerraformFX has been updated, making landscape generation and animation better than ever! 🙌
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tfTrace is a new operator that uses ray tracing to incorporate scene geometry into the TerraformFX height field, making it possible to create custom landscapes with ease.
You can now create procedural river systems with tfRiver. Create them using splines or fully procedural perlin worms. You can also add secondary rivers via branching options, making it possible to create complex river systems.
The addition of tfFormula means you can now use formulas for the generation of abstract animated landscapes. The variables can be adjusted and key framed for different styles.
The new gradient UV Shader allows you even more control over the look and feel of your landscape. Create psychedelic looking landscapes or opt for realism, the choice is yours!
We’ve also added a sunlight rig to the tfTerrain object, meaning you can now adjust the sun’s angle, add shadows, and adjust the ambient light in the viewport.
For good measure, we’ve added 5 preset terrains to get you started!
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MeshTools Rayline is a procedural ray casting spline generator. Perfect for motion graphics, spline animations, laser effects and more!
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MeshTools Rayline is a procedural ray casting spline generator. Perfect for motion graphics, spline animations, laser effects and more!
Quick and easy to setup. Simply emit rays from an object, add scene objects and the rays will be cast from the emitter and bounce off the scene objects. This will animate and update in real-time.
Cast rays inside the volume of objects or use animated cloners for collisions. You can also setup custom procedural objects to cast rays from.
Combine mtRayline with X-Particles to cast rays from animated particle simulations or combine with X-Particles to create lazer melting effects!
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We'll then explore the dynamic subdividing of geometry driven by noise shaders.
We'll then create extruded, twisted and animated object features using mtInset with fields.
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Create particle groups to target specific particles for constraint.
Introduce constaints collisions and friction to help control the scene.
Problem solve and fix intersecting tendril.
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Set up parametric text objects to interact with scene particles and trails.
Explore constraints breaking parameters to simulate the tearing of particles.
Mesh constraints connections using various X-Particles generators to create a gloopy fluid simulation.
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Explore accuracy settings to create a more stable scene.
Introduce constraints to work alongside the fluid solver to create a quick, highly viscous fluid.
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Create a dynamic particles system using constraints forces and collisions.
Set up a parametric rig for quick and easy look development.
Explore data mapping of modifiers to create a more random look.
*To follow this video, users will need to use scenes created in Series 1 and Series 2.
This Maintenance Training video was recorded using Cinema 4D R20 and X-Particles build 742, as well as Cycles 4D build 353 and Adobe After Effects.
Cinema 4D R21 and above users may find that some of the steps differ in order to achieve the required effects.
This Tutorial was recorded with: Processor: i7-7820X CPU @ 3.60GHz, 8 Core Graphics Card: 2 x Nvidia Geforce GTX 1080Ti RAM: 64.0 GB
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We'll layer tfNoise operators to create the base altitude data and then tweak the tfErosion settings, including particle count, liquid simulation and erosion profiles to create eroded channels and areas of silty deposits.
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#INSYDIUMFused #NeXus #XParticles #Cinema4D #CreateLikeNeverBefore
We'll start by generating xpTrails from the NeXus birth constraints and then set up an xpOVDBMesher to create a dynamic mesh, driven by the xpTrails.
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We'll then layer tfNoise and tfGrid generators using blend modes, and explore the settings of tfBrush to unlock intricate control over the sculpting of custom mountain ranges.
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We'll set up mtEdgeSpline in Outline mode to generate the base spline.
Then, we'll adjust the outline, angle and spline offset settings to create a dynamic cross-hatch look.
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We'll cover choosing the correct display mode for your simulation needs, including the use of particle radius and rotation.
We'll finish by setting up an xpDisplayRender to generate renderable viewport geometry and splines, based on the particle display type.
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Several layers of particles are used to simulate stars. The simulation was then cached and retimed for effect and additional volumetric detail is generated at render time via Cycles 4D.
#INSYDIUMFused #INSYDIUM #XParticles #Cinema4D #CreateLikeNeverBefore
We'll create a custom grass layer to clone tufts of grass, randomizing the size and rotation for an organic look.
We will finish by adding multiple grass layers which include more scene plants, like daisies and buttercups.
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The noises changing in pulses causes the kinetic patterns. xpLimit and some other control modifiers are used to limit the movement of the grains to only dance in the necessary axes.
Rendered in Cycles4D
#INSYDIUMFused #XParticles #NeXus #Cinema4D #CreateLikeNeverBefore
We'll then use mtRemesh to create a Delaunay triangles typology from any scene object, to create a more interesting flow to the path splines.
Then we will mesh the shortest path splines and finalize the randomized animation so they grow over our model.
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We'll then create an animated ocean surface using xpOcean and deform our liquid particles using the xpOcean, so that they follow the ocean swell.
Download the Scene File: buff.ly/43Ox57o
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We'll use nxFluids tags to give emitters individual fluid settings. This can be used to simulate mixed-density liquid effects like oil on water.
We'll then introduce particle modifiers to add a swirling motion using fields to isolate the effects.
Download the Scene File: buff.ly/3UPrSYz
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Bob will break down the recent "Recursive Trigger" simulation created by our Design team. We use a Ghost collider to trigger recursive shattering using xpDynamics and xpShatter.
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We'll then create a simple light rig which will simulate a sunny daylight look. Then we will adjust the display settings by mapping custom gradients to landscape altitude.
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We'll drive a custom particle offset using color value to create a 3 dimensional surface effect.
We'll then set our emitter to Global Transform mode so our particles rotate correctly in relation to the planet object.
Download the Scene File: buff.ly/41DSMF1
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We'll start by simulating an exploding planet using particles and nxConstraints in friction mode.
We'll create a custom Xpresso rig so that our particles emit only when the planet rotates above a defined speed.
We'll then explore NeXus friction contstraints and how to make adjustments to art-direct the look.
Download the Scene File: buff.ly/41XZq9B
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
Download the FREE Trial!
https://insydium.ltd/try/
Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Manuals: https://insydium.ltd/support-home/video-manuals/
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We'll then create an xpExplosiaFX blast which we'll use to advect particles. After this, we'll explore caching techniques and how to create collision geometry so the particles will interact with each crystal shard.
Download the scene file: buff.ly/3KJpbmS
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
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https://insydium.ltd/try/
Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Manuals: https://insydium.ltd/support-home/video-manuals/
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We'll procedurally model the crystal and the shards using MeshTools and xpShatter. The shards will then be animated using X-Particles modifiers, and controlled using fields and data-mapping.
Download the Scene File: buff.ly/3KT9TMm
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
Download the FREE Trial!
https://insydium.ltd/try/
Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Manuals: https://insydium.ltd/support-home/video-manuals/
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We'll show you how to adjust the amount of volume attraction points to create an intricate, non-intersecting branch system.
Then we'll generate and customize leaf shape, scale and distribution to finish to look.
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
Download the FREE Trial!
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Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Manuals: https://insydium.ltd/support-home/video-manuals/
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Using the MeshTools inset tool to create an abstract fractal from the INSYDIUM Logo and the mtFractal tool to create an abstract fractal structure. We animated the parameters for it to morph from one to the other.
Render in Cycles 4D.
#INSYDIUMFused #MeshTools #Cycles4D #CreateLikeNeverBefore
We'll use the xpTrailsMod modifier to shrink trails and then kill them.
We'll also set up a particle question and action system to achieve the same result.
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
Download the FREE Trial!
https://insydium.ltd/try/
Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Manuals: https://insydium.ltd/support-home/video-manuals/
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#INSYDIUMFused #NeXus #Cycles4D #CreateLikeNeverBefore
Re-simulate a low-res fire simulation for greater render detail.
Use the xpSpawn modifier to multiply particle count.
Make voxel adjustments to add detail to fire simulations.
*To follow this video, users will need to use scenes created in Series 1 and Series 2.
This Maintenance Training video was recorded using Cinema 4D R20 and X-Particles build 742, as well as Cycles 4D build 353 and Adobe After Effects.
Cinema 4D R21 and above users may find that some of the steps differ in order to achieve the required effects.
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
Download the FREE Trial!
https://insydium.ltd/try/
Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Video Manuals: https://insydium.ltd/support-home/video-manuals/
We’re active on Social Media too! So, if you haven’t already; give us a follow!
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Incorporate the high-detail fire sim into the combined scene.
Explore the Point Density Texture node in Cycles 4D for volume rendering.
Finalize Cycles 4D render settings for render output.
*To follow this video series, users will need to use scenes created in Series 1 and Series 2.
This Maintenance Training video was recorded using Cinema 4D R20 and X-Particles build 742, as well as Cycles 4D build 353 and Adobe After Effects.
Cinema 4D R21 and above users may find that some of the steps differ in order to achieve the required effects.
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
Download the FREE Trial!
https://insydium.ltd/try/
Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Video Manuals: https://insydium.ltd/support-home/video-manuals/
We’re active on Social Media too! So, if you haven’t already; give us a follow!
twitter.com/insydium_ltd
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Fill an object volume with particles, ready for granular simulation.
Set up xpFluidFX to create clumping sand.
Refine the look using the xpEmitter Extended Data settings.
*To follow this video, users will need to use scenes created in Series 1 and Series 2.
This Maintenance Training video was recorded using Cinema 4D R20 and X-Particles build 742, as well as Cycles 4D build 353 and Adobe After Effects.
Cinema 4D R21 and above users may find that some of the steps differ in order to achieve the required effects.
What is INSYDIUM Fused?
https://insydium.ltd/products/fused/
Download the FREE Trial!
https://insydium.ltd/try/
Have you checked out our Content Repository? FREE scenes to download & learn with!
https://insydium.ltd/community/content-repository/
Want to know every detail of every feature? Check out our Manuals: https://insydium.ltd/support-home/video-manuals/
We’re active on Social Media too! So, if you haven’t already; give us a follow!
twitter.com/insydium_ltd
facebook.com/INSYDIUMLTD
instagram.com/insydium_ltd
linkedin.com/company/insydium


