pyrocluster cinema 4d 9 Manual Do Utilizador

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8 REFERENCE
PYROCLUSTER
Creating a 
PyroCluster 
Effect
To get you started as quickly 
as possible, here are the 
essential steps to produce a 
PyroCluster effect.
Setting up a PyroCluster effect is a simple process of making two special new materials 
in the Material manager and then assigning those materials to the appropriate objects 
in the Object manager.
-   Choose Objects > Scene > Environment to create an Environment object.
-   In the Material manager, choose File > PyroCluster > PyroCluster - VolumeTracer 
to create a new Volume Tracer.
-   Drag the Volume Tracer from the Material manager and drop it onto the 
Environment object in the Object manager.
The Volume Tracer can be assigned to any object and it will control the rendering 
of all PyroCluster effects encompassed by that object (see ‘Settings for the Volume 
Tracer Material’ later in this chapter). Here we are assigning the Volume Tracer to 
an Environment object and you will often do that because the Environment object 
encompasses the entire scene.
-   In the Material manager, choose File > PyroCluster > PyroCluster to create a 
new PyroCluster shader.
-   Assign the PyroCluster shader to the relevant particle system (drag it from the 
Material manager and drop it onto the particle emitter in the Object manager).
 
PyroCluster works best with a total particle count of around 200–600. To 
obtain a larger effect, instead of increasing the particle count you should 
increase the size of the puffs and make them more dense. You need high 
particle counts only for fast moving particle systems or when the particles 
disperse into a large volume.
Assign just these two 
PyroCluster ‘materials’ and 
you’re up and running. 
Once the materials are assigned, creating the desired effect is achieved by adjusting 
various settings in the Material Editor or Attribute manager (see ‘Settings for the 
PyroCluster shader’ later in this chapter).