Shaders and Materials
X-Particles comes with a variety of shaders and materials for rendering the output of your simulations. These include:
Used to shade objects depending on their distance from a scene camera or object.
Takes the colour of a particle and enables access to it in a shader tree.
Shades the surface depending on the closeness of a particle.
Samples nearby particles to determine how to shade a point on a surface.
Used specifically for rendering a Skinner object.
Used in a Cinema 4D material to colour an object by means of a sound file.
This is a special shader designed to allow particle-dependent effects to be applied to X-Particles sprites.
Used to shade a 'wet map' on any object.
The standard material used to render the particles themselves. It can also be used to render splines, including the X-Particles Trail object and any other Cinema 4D spline.
This shader is used to render fire and smoke when using X-Particles.
Details of the render settings used when you add an X-Particles material to a scene.
Used to display information about each frame when rendered in the form of a watermark on the rendered image.
Details of how to use the FLIP Domain object and Fluid object.