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The release of Cinema 4D 2023 brought an entirely new simulation system. This new system brings some high resolution pyro and cloth physics (which have historically only been possible in programs like Houdini) to C4D.
This animation is the result of my initial experimentation with the new Pyro tag. The scene set up is very simple - a sphere is combusted with a pyro tag. There is no gravity affecting the simulation, but there is instead a slow turbulence. This causes smoke to expand omnidirectionally from the sphere until it collides with a cube. The cube is not enabled in Arnold so the camera cannot see it - instead the smoke assumes its shape. Time is dramatically slowed down.
Audio created in Ableton Live.
This animation is the result of my initial experimentation with the new Pyro tag. The scene set up is very simple - a sphere is combusted with a pyro tag. There is no gravity affecting the simulation, but there is instead a slow turbulence. This causes smoke to expand omnidirectionally from the sphere until it collides with a cube. The cube is not enabled in Arnold so the camera cannot see it - instead the smoke assumes its shape. Time is dramatically slowed down.
Audio created in Ableton Live.

I wanted to mess with the refractive properties of glass, and I wanted to get more comfortable working with .VDB files.
Both of those ended up being pretty easy to get into place, so I spent most of the time on this project working on the surface imperfections of the glass.
The music is created in Ableton.
Both of those ended up being pretty easy to get into place, so I spent most of the time on this project working on the surface imperfections of the glass.
The music is created in Ableton.

This is a Realflow system where a sphere is emitting super viscous liquid.
Over time I am inverting the force of gravity, so the liquid transitions from falling to floating to rising.
Everything is rendered in Arnold. Sound is created in Ableton.
Over time I am inverting the force of gravity, so the liquid transitions from falling to floating to rising.
Everything is rendered in Arnold. Sound is created in Ableton.

This was my first stab at messing with cloth simulations.
I quickly found that actually simulating cloth physics in Cinema 4d is extremely time intensive, so what you're seeing here is actually just a surface deformer being manipulated by wind and turbulence. I really like the effect, but it doesn't account for what happens when the cloth touches itself.
Everything is rendered in Arnold and there is lots of color correction that I did in Da Vinci Resolve.
I quickly found that actually simulating cloth physics in Cinema 4d is extremely time intensive, so what you're seeing here is actually just a surface deformer being manipulated by wind and turbulence. I really like the effect, but it doesn't account for what happens when the cloth touches itself.
Everything is rendered in Arnold and there is lots of color correction that I did in Da Vinci Resolve.

I used a veronoi fracture to slice a model of a statue into pieces. The size and position of the pieces was determined by a randomly distributed cloud of a few thousand points.
Then I used to bullet to break the veronoi fracture. There is no gravity affecting anything in this scene.
Everything is rendered in Arnold, all of the audio for this was created in Ableton. Lots of color grading for this one happened in DaVinci Resolve.
Then I used to bullet to break the veronoi fracture. There is no gravity affecting anything in this scene.
Everything is rendered in Arnold, all of the audio for this was created in Ableton. Lots of color grading for this one happened in DaVinci Resolve.

-everything rendered in arnold
-all music created in ableton
-this is basically a model getting sliced by a veronoi fracture according to a bunch of horizontal and vertical points mapped across splines. I was used fields to affected the rotation of each segment in the veronoi fracture.
-all music created in ableton
-this is basically a model getting sliced by a veronoi fracture according to a bunch of horizontal and vertical points mapped across splines. I was used fields to affected the rotation of each segment in the veronoi fracture.
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