Welcome to Kreative Mantra, Today I Will discuss the best Insydium Update that offers tons of cool features, new tools, and many more!
Insydium is dominating its position in the motion designing world in CInema 4d Universe. Like After effects is incomplete without Video Copilot, here cinema 4d is incomplete without Xparticle created by Insydium. The Pro Cinema 4d artist always uses this particle simulation motion designing tool.
So Without wasting any time lets come to the point!
1. Insydium Mesh tool
Introducing the new procedural modeling and animation tool kit from insidious. It creates amazing animations, complex geometry, and splines. These mesh tools change the way of your creative motion design world to the next level.
A set of procedural non-destructive modeling objects mesh tools can be layered infinitely to build and animate complex meshes in real-time. That’s the cool Insydium update!
Animate using shaders, fields, vertex maps, selections, and keyframes for full control.
Mesh tool Edge Spline
Use mesh tools edge spline to create dynamic splines based on your scene objects with different modes like an outline.
Curvature and contour
Creating live adjustable edge splines has never been so easy.
You can also create dynamic splines where two objects intersect.
Use Mograph clone planes
animate them on
we’ll set up an intersection spline and where our mograph clone planes intersect the statue we get a spline.
In this scene, we have a primitive plane and it has animated video material.
Use that material to drive our mesh tools edge splines so we’ll activate this base we will drag our material into the texture tag
We can adjust the tolerance of where we want the splines to be created let’s change the color and now we have our base skull animated splines.
Each with different tolerances and colors we’ll offset their position and when we animate you’ll see incredibly stylized animated material-based splines.
Animating with mesh tools
Animating with mesh tools is easy, here we have some logo geometry and we’re creating these inset polygons using a mesh tools inset we’re driving the position of those with an animated noise texture. You can see them moving across the surface.
Let’s add a box field that will create a wipe on and off
We can now layer this up with an additional inset for more detail.
we can use this with displacer and jiggle deformers for the more organic movement
Now we can test different looks by going to the inset and hiding the interfaces or hiding the outer faces.
City Growth animations
Procedural city growth animations are amazing. Insydium Update makes major change.
There is a Primitive plane and that is a child of a mesh tools subdivider, this is set up with a linear field so as that animates on, we’re getting more subdivisions on our plane.
Subdivider is a child of another mesh tool subdivider with its own linear field and that’s adding some additional subdivisions but this is being driven by a noise shader. So we’re getting these patches of the more heavily subdivided plane.
This is a child of mesh tools inset which enables us to create these inset polygons we can animate those on and it’s the inner faces of these that we want to give depth which will become our cities.
so we will create an inner faces selection tag which we can then use in our mesh tools shell gen object. This will then enable us to animate on the thickness which will become our buildings
Create on any scene with the same Hierarchy
We have our mesh tools hierarchy, we can use this on any scene object
- We will activate this pyramid and all of that animation is going to work
- with sphere and all of that animation working perfectly.
- Fast intuitive procedural modeling and animation new for Insydium Update.
2. Xparticle open vdb Importer
The Xparticle open vdb importer enables you to use and animate openvdb files and file sequences in cinema 4d. This is another Insydium update for Xparticle
First, go to your open vdb importer import any vdb file or sequence the channels are automatically detected and you can adjust the display of those channels for better viewport performance.
You can also adjust how that channels are displayed and there are animation options to speed up to offset to freeze and to loop animations.
Render the open vdb imported directly using cycles 4d. Duplicate the importer for quick custom volumes.
- Create volume render instances using xparticles and the cycles 4d instance tag simply drop in the openvdb importer into the instance tag and you’ll get a volume for every particle.
- This opens up the entire x-particles toolkit to help animate and place your volume instances.
- You can also use the mograph matrix objects to instance your volumes you can then make adjustments to the placement using mograph effectors.
- You can add a random rotation scale and position.
- we can change the number of instances with these and then cycle through different seeds and then animate using fields.
Xparticle VDB Mesher- Transfer Foam
The XP open vdb Mesher now works with XP foam to create dynamic vertex foam maps for texturing fluid meshes.
In this scene, we’re going to set up a cascading water simulation so we have an emitter and it’s been manipulated by XP fluid effects.
In an XP open vdb mesher, we’ll make some adjustments and then we’ll have a live fluid mesh cascading down the rocks
- We can now transfer foam, this creates a vertex map and it reads data from the XP foam dynamic modifier so this needs to be active.
- Now we have this animated vertex tag which is reading that data from the XP foam.
- We can make adjustments to that vertex weight
- We can add smoothing to smoothen it out.
- We can multiply it all for different looks.
- Also note, that the foam maps work with or without foam particles as long as our XP foam object is active we can create these foam vertex weight maps.
- We can also adjust the mapping of that vertex weight using this artist-friendly spline control.
- Use animated foam maps in materials for more realistic renders.
Xparticle VDB Mesher- UV Advection
The Xparticle open vdb mesher is a new Insydium Update, now has a UV Advection mode. This enables the UV mapping of textures to meshes being driven by particle simulations.
Let’s set up a basic particle simulation then so here is a box emitter, we’ll include an XP fluid effects to create a fluid sim and we’ll mesh it.
So we’ll bring in an XP open vdb meshes to make the emitter source and there we have our mesh. Let’s make some adjustments add some filtering and we’re ready to go.
- We’ll then put on this material which has a checkerboard texture.
- go to the new UV advection tab, enable it.
- Then we can see our texture-mapped correctly to our mesh and if we hit play that texture is correctly advected as the particle simulation progresses.
Different types of projection
You can use all of the usual projection modes like cubic, spherical, cylindrical, flat, frontal, and more.
Can Create Reference Point
You can also set a reference point anywhere in your simulation. This will create a reference object and then you can make adjustments to that UV mapping and this will be respected by the mesher.
This Insydium Update makes the designer work faster and more creatively. Let me know How this Insydium Update helpful for you or not!