Bob Womsley9:55
That we've been working on inside of Nexus. I find it absolutely mesmerizing, and looking at that, that's awesome. That's coming up a bit later.
They're emitting, that's cool. If we want to calm these down a bit, it's particles, so we can just use a modifier. So let's do that. Let's go to modifiers, we're going to bring in a motion modifier. We're going to bring in, let's go with an XP drag. And the XP drag in the object tab, let's just put it to, at the moment the density through which the particles are moving is air, which doesn't have much drag. If we put something that's much more dense like water, there's going to be more drag. So let's click play, let's see. So this is going to be affecting our shatter particles as well. Remember that's looking really cool.
So now that we've got those particles, what we want to do is spawn some more particles. So let's go to our modifiers, and the way we're going to spawn more particles, this is another X-Particles tool that gets forgotten. We actually did a Top Tip Tuesday on this a few weeks ago. We're going to use a modifier called multi-spawn, which enables us to use this same spawning emitter to do levels of spawning. So we're going to go to modifiers, we're going to go to generate modifiers, and we're going to bring in an XP multi-spawn. And the XP multi-spawn, we are going to actually use groups with this. But before we set this up to work, I want to make sure that this XP multi-spawn isn't going to spawn particles from our dynamic ones and for our shatter, because that wouldn't work. So let's highlight both of those emitters, go to the modifier, and let's drag in the multi-spawn. And that minus says that those two emitters will ignore this modifier, so it's just going to affect our spawning emitter. Great.
Let's go back to multi-spawn. So we're going to use groups. We're going to have one group will be our original spawned particles, the square ones, and then we're going to get some finer dust particles which will be group two. So the way we do that, we're going to go to XP emitter, we're going to go to the groups tab, and I'm going to hold control and alt and keep it held down. That enables me to click this create group twice without it flicking off. So once, twice, and what we want is the original spawn, we want all of them to be stuck into group one. So the way we do that is we change the mode from random to use first group only. So now it's going to spawn them all into group one from the spawn, from our collider tag. And then we can go to multi-spawn and say this layer of spawning is going to put them into group two.
So let's change the spawn count, we'll just do say three particles. So for every first spawned particle, we're going to get three more. It'll be when the spawn particles is at just first born, zero frame, and for one frame. The spawn life we can set by, that's fine. The direction we're going to have relative to the source with loads of spread. And the speed, let's do relative to, or we could do inherit source particle speed. Okay. And finally, I'm just going to go to my group two, the second ones, and I want to make them dots, not squares. So in group two, we'll change the display from squares to dots.
So now if we hit play, we should be getting our first particles, and then we're getting our smaller ones. That's cool. One thing that we could do here, so we get some slightly different movement, is if we give all of our particles slightly different radius values. They'll be affected differently by the drag. Larger objects get affected by drag more than smaller ones. So in the particle groups, let's highlight them both, and we can go and give them some radius variation. Look, so now they will move differently. And now we're getting those spawn particles, and we're getting the multi-spawn particles, or the little ones, which add all of that detail to the shatter. And that's looking pretty cool.
Very quickly, let's just add a sky, and we'll make it very dark. We'll add a camera, and in the camera, in the object tab, we'll just have it focus on the shatter. Let's go to physical and let's generate a shallow depth of field. Let's bring that f-stop way down. We'll move in something like that. And then if we hit play, you'll see we're getting our shatter, and then we get our second shatter, and then we've got these really cool kind of debris and dust particles. And there we got a fully procedural rig that plays pretty well in the viewport. And obviously, if we cache this out at higher detail for 200 frames, you're only looking at about a three or four minute cache, and everything about this would cache pretty easily.
Talking about cache, can you just jump over to my scene for a moment? We've got Desy Design saying it's not caching for him. So I've just built this really simple version, it's just got the shattering, and I'm just going to run the Insydium XP cache, just do a quick 60 frame cache and put a playback. So caching is working with the shatter object. So if you are having any problems, please send it in to support so they can take a look at it and see if there's anything going on with your scene that's not actually how it should be. But yeah, cache does work with XP shatter.
Yeah, cool. All right, thank you for that. So that is how we created this scene. And here is, just so we can see the actual beauty, there is Mario's beauty shot with how it was made as well. Very, very cool technique. Okay, so that is our technique breakdown. So now let's move on to another developmental sneak peek, and this is Mike. For me, this is the really, really exciting one because you're going to walk us through some of the work that's been going on with Nexus, which is obviously bringing the power of the GPU to our particle simulations. So let's jump into your Cinema 4D and you can show us what we're going to be looking at.