Particle System



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/02/2010 at 18:27, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   11.5 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

    ---------
    I have been reading through a bunch of different posts and have noticed that  few people have mentioned that they built their own particle systems  Is this something you did outside of the C4D API?  Is your particle system a completely separate entity that is then called by you plugin?  Is there a resource somewhere on the internet that I could check out on how to create a particle system?

    Any info that anyone could provide would be great.

    Thanks,

    ~Shawn



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 12/03/2010 at 18:47, xxxxxxxx wrote:

    Anyone have any info on this?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/03/2010 at 02:41, xxxxxxxx wrote:

    It depends on what do you mean with particle system. It is possible to generate and control Thinking Particles and standard Cinema particles through the C++ API.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/03/2010 at 09:22, xxxxxxxx wrote:

    Actually, at this point I am interested in creating my own particle generator.  Which I have done in C++ outside of the C4D API,  is it possible to bring my own generator in to a c4d plugin.  for example,  I have files emitter.h and emitter.cpp  and particle.h and particle.cpp.   The emitter is as it states, a class that emits particles which are also a separate class ,  using C++ and openGL.    Can I incorporate openGL code in to C4D plugins?

    Is it possible to use my particle generator which is completely independent of the C4D API, and call from that within a C4D plugin?

    Thanks,

    ~Shawn



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/03/2010 at 00:48, xxxxxxxx wrote:

    I am still not sure what you want to achieve. What do you want to do with the particles or what kind of particles are they? Is this a sprite renderer or an object particle generator (cloner)?

    You can't access Cinema's OpenGL framework but you can of course use your own OpenGL framebuffer and bring the result into Cinema via a posteffect for instance.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/03/2010 at 03:26, xxxxxxxx wrote:

    You really wrote that particle system or did you find it on the internet? It seems strange that you have knowledge to write that and render it with OGL but you are not able to port it to the c4d api. Weird somehow.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/03/2010 at 03:36, xxxxxxxx wrote:

    I wrote the particle system by following a DVD I have on programming for Open GL.   I did NOT find it on the internet.  I wrote it.  Not sure if you see a lot of people stealing from others but I am not one of those people.  I run a clean business.

    I have some ideas on how I will port it in to the c4d API but I was simply asking if it was possible before I wasted my time trying to do so.

    ~Shawn



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/03/2010 at 04:30, xxxxxxxx wrote:

    Not sure why you talk about stealing but I was talking about license free code. And a particle system is surely a so rudimentary thing you find tons of free-to-use resources on the web. Wonder why you pointed that out.
    Anyway, I am not sure I still get that. You followed a DVD but the classes must be C++ standard in any case, beside the OGL particle drawing routines, so porting it should simply be including the files in your SDK project. Could you point us to the DVD with a link, maybe then somebody can tell you more.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/03/2010 at 04:40, xxxxxxxx wrote:

    I apologize Katachi,   it was quite early in the morning where I am and when I read your post I took what you said the wrong way.

    The DVD i followed is :  http://www.3dbuzz.com/xcart/product.php?productid=30&cat=12&page=1

    You are right..  everything but the openGL drawing is C++ standard...

    I will toy around with it more when I get home and if I have a more specific question I will post it.  My question is too broad at this point for a precise answer so I think I will play with it more.

    Thanks,

    ~Shawn



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/03/2010 at 04:46, xxxxxxxx wrote:

    yep, it´s hard to judge but if it´s all C++ standard it should really only be including it in the sdk. You can call any OGL code also directly from within any Draw() function so this is the place to start calling the OGL routines.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/03/2010 at 05:00, xxxxxxxx wrote:

    You can call any OGL code also directly from within any Draw() function so this is the place to start calling the OGL routines

    LOL...   That was the answer to the question I wasn't able to ask correctly.  HAHA

    Thanks,

    ~Shawn


Log in to reply