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CINEMA 4D R11 Quickstart – Thinking Particles
Make the light invisible for the editor and the renderer in the “Basic“ menu. It will later be visible only as
particles.
The “light flake“ is ready. Next we have to let Thinking Particles know that it should use this light as a particle.
You guessed it – there’s a special node for this as well. It’s called the “PShape“ node and is located in the X-Pool
tab in the “TPStandard“ category.
Add a “PShape“ node to the existing XPresso setup. Drag the light object into the object text field in the node’s
Attribute Manager. Connect the input port of the “PShape“ node to the output port of the “PStorm“ node. Set
the “Bounding Radius“ to 15.
Just one more step. In order to be able to display a renderable object at all, Thinking Particles needs a special
“Particle Geometry“ object.
Create a “Particle Geometry“ object (Objects / Thinking Particles / Particle Geometry) and drag the light from
the Object Manager onto it so the light becomes its sub-object.