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Optional module - Maxon Computer

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116 CINEMA 4D R11 Quickstart – PyroCluster<br />

Voila! If you go ahead and test the “Fire“ preset you could qualify as a junior pyromaniac and no court in the<br />

world can lay a finger on you! This scene was calculated relatively quickly but you will eventually notice that it<br />

can take longer depending on the complexity of your scene and the settings you use. There are a few tricks you<br />

can use to reduce render time without losing quality. If you want to optimize the settings right now (before<br />

we move to the next step) we suggest you flip to the “Tips & Tricks“ chapter and check back with us later. Go<br />

ahead, we’ll wait.<br />

5. Quick Tutorial – Optimize and Animate<br />

Let’s tackle the part of the tutorial that will show us how to make the steam effect more realistic and show us<br />

how it all looks when it’s in motion. Move the editor view until the emitter sinks below the bottom edge of the<br />

editor. Before we generate our first animation we will have to modify our PyroCluster-Volume tracer a little.<br />

Double click the volume tracer material in the Material Manager and set the render mode to “User“ and raise<br />

the “World Step Size“ to 10.<br />

You will see why we changed the last setting in the next chapter. Select Render / Make Preview“, and set the<br />

frame rate to 15. Click on “OK“.<br />

Now you have created your first PyroCluster animation with just a few clicks. You can see how quickly you can<br />

go from an empty screen to an (almost) finished animation. We can use two objects to pep our scene up a little<br />

as well. This is how we will do it: We will create a turbulence and a drag object using CINEMA 4D’s particle<br />

system (objects / particle / friction and turbulence) and give both a Y-size of 1000 in the Coordinates Manager<br />

(make sure that you increase the Y-Scale in the Attribute Manager to “5” for each object. Otherwise all object<br />

coordinates will be increased parallel to a value of 1000! Alternatively you can simply change the Scale value in<br />

each object’s “Shape” tab in the Attribute Manager). The editor view should now look like the image below

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