HOW TO GET X PARTICLES FREE PLUS
But as an example, if the scene file is named 'cachetest.c4d' and there are two emitters (with the same name) plus a Sprite object in the scene, we get a directory structure on disk at the scene file's location like so: You can find out more about this in the article ' Using Tokens With X-Particles'. In the screenshot above, tokens and a relative path are used to specify the location. two emitters both named 'xpEmitter') each folder will have a unique ID number attached to it. To avoid problems with duplicate names (e.g. The files for each object to be cached are saved into a separate folder. The files are saved to the folder given in the 'Folder' field. The file name used is a combination of the object name (so we recommend changing names from a simple 'xpEmitter', for example) plus a number in sequence for each file, which will be '000001' for the first frame to be cached, and a three- or four-letter extension for the object type.
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With this option selected, cached data is saved to disk as a series of files.Ĭached data is saved to disk as relatively small files, one per frame for each cached object. The drop-down menu has two choices: External (Files) This is a very important control which affects the way the cached data is stored. If you have multiple caches in the scene, you can switch between them by checking/unchecking this switch in each object. It is enabled as soon as you load a scene file with saved cache data or you build the cache. This switch is not available if no cache has been built or loaded from disk. You can go back to using the cache by checking this button again.
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If this switch is unchecked, the cache is not used even if it is held in memory. This switch is checked automatically whenever the cache is built or when a scene with saved cache data is loaded. When checked, the objects in the scene will use cached particle data, if available. The object's interface includes the following tabs and sections:
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The moral of this is, only use ASCII characters in object or file names when you intend to cache a scene. If you run into this problem, delete the Unicode characters from the file names on disk and from the object name in the scene, and the cache should then be reloaded. So for example, if you name an emitter as xpEmitterÊ (note the trailing Unicode character) this will generate filenames such as xpEmitterÊ_000001.xpc - and it may not be possible to reload these files. Very importantly, if you give a name to any XP object which will be cached, and you use Unicode characters in the object's name, the cache files which are created will use the object name, so will also contain Unicode characters. This appears to be a bug in Cinema's file handling. Special note regarding filenamesĭO NOT use Unicode characters in cache filenames or file paths! If you do, and you cache the scene externally, Cinema may fail to read the cache files when you reopen the scene.
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See Multiple caches below for more details.īefore using the Cache object, please the see the Workflow notes below. Since multiple cache tags can exist on each object, you can set up multiple caches and switch between them. This makes it a simple matter to exclude objects from caching if desired. The cache data is held in tags on each object which has been cached. The Cache object is used to cache the X-Particles system.