If you use MAXON's Licence Server (MLS) you can, of course, use X-Particles with it. However, you must format the X-Particles licence to be compatible with the MLS. You can do this on our website where we offer a tool to do it at -number-formatter/
A three-dimensional counting rule and its integral test system, the disector, for obtaining unbiased estimates of the number of arbitrary particles in a specimen is presented. Used in combination with ordinary and recently developed stereological methods unbiased estimates of various mean particle sizes and the variance of particle volume are obtainable on sets of two parallel sections with a known separation. The same principle allows the unbiased estimation of the distribution of individual particle volumes in sets of serial sections.
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The new NeXus nxFluids solver combines PBD and SPH into one unified toolset. Choose the solver type and have all the control you need. Add the all-new nxFluid tag to any emitter for complete access to your particles and make the fluid grains different densities for all types of fluid effects.
The updated nxConstraints adds all the constraints into our list UI. You can control the number of connections, radius and breaking point. Select and adjust constraints on the fly to get fast, stunning effects. Dynamic simulations such as cloth fluids and breaking sims are made easy with nxConstraints.
Enrich your NeXus fluid simulations with foam particles for added realism. This feature enables you to generate foam, trapped air and spray particles on top of your nxFluidPBD and nxFluidFX simulations.
Change occurs naturally, using the points to ensure no intersections occur. toTree opens up endless possibilities for design, a perfect accompaniment to X-Particles; use any emitter to create particles that can then become part of your tree. Colonization is easy; create multiple trees, different species, and ages within a landscape.
As part of our INSYDIUM Fused Collection, TerraformFX enables you to build terrains with ease; you can create an infinite number of landscapes in high resolution. Place mountains, lakes, and rivers where you need them. All aspects of the terrain generation are editable, so you have total control over your environments.
This operator simulates the effect of natural abrasion and erosion on the terrain. Currently, three kinds of erosion are supported: thermal weathering, coastal and hydraulic. Hydraulic erosion uses both 2D particles and is fully integrated with X-Particles. Thus, enabling you to combine X-Particles modifiers for complete control over how the erosion simulation works.
A valuable addition to the INSYDIUM Fused Collection, MeshTools enables users to stack and combine tools in an almost infinite, non-destructive number of ways to create unique structures or modify surfaces on existing meshes.
X-Particles has the most advanced particle rendering solution on the market. It enables you to render particles, splines, smoke and fire, all within the Cinema 4D renderer. Included are a range of shaders for sprites, particle wet maps and skinning colors. You can even use sound to texture your objects.
A wide range of Dynamic modules from Constraints to Fluids and Fire means you can add life to your particles, replicating realistic physical particle behavior. Our interactive tools are intuitive, combining a whole host of X-Particles effects using multi-threaded options leaving you with unlimited possibilities and the ability to create caches for the production pipeline.
Generate fast and stable geometry and Splines from particles. Attach your animated models to create realistic cache ready simulations. X-Particles comes with Particle Color support, plus the New OpenVDB Support for industry standard meshing.
A wide range of modifiers enables you to create exceptional effects, with a simple and intuitive workflow aided by effect stacking. Multi-threaded options and a unique and straightforward system of Questions and Actions means you have full control of your particles. Plus, Data mapping from particle information and complete R20 Field Support.
Add realistic fluid dynamics to your particles, you can also transfer physical and color data from explosions. Advection enables you to combine ExplosiaFX with FluidFX and ClothFX, giving you amazing results.
Advection means you can add hyper-realistic fluid dynamics to your particles. You can transfer physical and color data from explosions. Advection allows you to combine ExplosiaFX with Fluid and Cloths with impressive results.
xpParticlesFalloff. Now you can use particles as single falloff objects. Our exciting new xpParticles Falloff will open the door to endless possibilities, from random growth to unique color changing effects. Let each particle become the controller of your modifiers.
New serial number system independent of CINEMA 4D : license management and entry directly into X-Particles with no more need for serial number updates with new CINEMA 4D releases or having to add X-Particles to the MAXON license server.
The exciting new Fragmenter object in X-Particles 2.5 enables you to turn the faces of any polygon object into your own controllable particles. You can use it to drive a single object or a hierarchy of objects as particles, giving you the freedom to take your animations to another level.
The screaming fast emitter in X-Particles allows for an unbelievable maximum particle count of 1 billion particles! Some of the features are covered in tutorials below are:fluid simulation with wet map generationmultiphysics constraintscollision engineMike Batchelor of slouchcorp.com is an expert in X-Particles so you'll be seeing his name here a lot. He does tutorials on his own and for INSYDIUM LTD, the maker of X-Particles. He put together six basic quick start guides on some of the X-Particles features to get you started with X-Particles.
Collective guidance of out-of-equilibrium systems without using external fields is a challenge of paramount importance in active matter, ranging from bacterial colonies to swarms of self-propelled particles. Designing strategies to guide active matter and exploiting enhanced diffusion associated to its motion will provide insights for application from sensing, drug delivery to water remediation. However, achieving directed motion without breaking detailed balance, for example by asymmetric topographical patterning, is challenging. Here we engineer a two-dimensional periodic topographical design with detailed balance in its unit cell where we observe spontaneous particle edge guidance and corner accumulation of self-propelled particles. This emergent behaviour is guaranteed by a second-order non-Hermitian skin effect, a topologically robust non-equilibrium phenomenon, that we use to dynamically break detailed balance. Our stochastic circuit model predicts, without fitting parameters, how guidance and accumulation can be controlled and enhanced by design: a device guides particles more efficiently if the topological invariant characterizing it is non-zero. Our work establishes a fruitful bridge between active and topological matter, and our design principles offer a blueprint to design devices that display spontaneous, robust and predictable guided motion and accumulation, guaranteed by out-of-equilibrium topology.
The recent discovery that topological properties emerge in the class of out-of-equilibrium systems described by non-Hermitian matrices, which includes active matter systems5, has opened the possibility to engineer robust behavior out of equilibrium6,7. While in equilibrium topological boundary states are predicted by a non-zero bulk topological invariant, a feature known as the bulk-boundary correspondence, in non-Hermitian systems, this correspondence is broken by the skin effect8,9,10,11,12,13. For example, in a one-dimensional (1D) chain of hopping particles, the first-order non-Hermitian skin effect arises from the asymmetry between left and right hopping probabilities, which results in an accumulation of a macroscopic number of modes, of the order of the system size, on one side of the system. This 1D effect occurs in systems without an inversion center, and has been observed in photon dynamics14, mechanical metamaterials15,16,17, optical fibers18, and topoelectrical circuits19,20. In 1D, the skin effect occurs if a topological invariant, the integer associated with the winding of the complex spectrum of the normal modes, is non-zero21,22,23.
Higher-dimensional versions of the skin effect can display a considerably richer and subtle phenomenology24,25,26,27,28,29,30,31,32,33,34,35,36. In this work we are interested in an elusive second-order non-Hermitian skin effect, predicted only in out-of-equilibrium systems in two dimensions (2D)30,31,32,33,34,35. It differs from the first-order skin effect because (i) it can occur in inversion symmetric systems, accumulating modes at opposing corners rather than edges20,37, and (ii) the number of accumulated modes is of the order of the system boundary L, rather than its area L2. While the first-order non-Hermitian skin effect requires inversion to be broken, e.g., due to an applied field, the emergence of the second-order non-Hermitian skin effect is guaranteed by the presence of certain symmetries33,34. However, predicting the second-order non-Hermitian skin effect is challenging in general, and it remains unobserved. Dissipation, which drives a system out of equilibrium, is hard to control experimentally in quantum electronic devices, therefore calling for platforms to realize the second-order non-Hermitian skin effect. 153554b96e