The Simulation System

General

Maxon lays the foundation for a new Dynamics System in Cinema 4D with a new simulation technique. It is a system that can calculate all possible types of physical behavior, such as Rigid/Soft Body, clothing and spline ("rope") simulation. This category also includes the Particle and Pyro system, which can be used to simulate liquids, particle flows, smoke, fire and explosions.

Currently, all tags that can be found in the tag menu Simulation Tags work with the new simulation system:

Tip: The term "Dynamics" in the Help refers to the old Bullet Dynamics System. The new system on the other hand is always referred to as Simulation System. This is why several menu entries were changed in Cinema 4D. For example: Dynamics objects and tags can be found in "Bullet" menus instead of "Dynamics" menus.
Note on particle simulation:

Basic information on the Particle simulation system can be found here. This can be used to simulate motion graphics effects, but also, for example, liquids or the flying sparks of a campfire. Particles can also interact with other dynamically simulated elements of the scene.

Note on Pyro simulation of explosions, fire and smoke:For an introduction to the Pyro simulation system, you will find an overview page on the subject here.
Note on Hair simulation:

Hair or fur can also be simulated. The Hair Object is required to create hair on an object. Various Hair Tools are available for cutting and styling hair. Specialized materials are available for rendering hair, for example here as Redshift Nodes.


The new Cloth/Spline simulation system works different than the old system internally. It differs as follows:

This all sounds complicated but in the end it boils down to the following advantages: The new simulation system is faster (can also be calculated on the GPU, for example), more precise, more realistic, more stable and easier to use. Furthermore, the following can be done using the new system:

The new simulation system also has - as is generally the case with simulation systems - basic solver settings, which you can find under Edit/Scene Settings in the Simulation category. Since these settings naturally have an effect on the simulation's behavior, you can apply different settings to different simulations by using multiple Simulation Scene objects that have the same parameters as the Simulation Scene Settings. The Simulation Scene objects can then be assigned different tags, forces, cloth belts or collision objects. The tags assigned to a Simulation Scene object interact with one another but not with those of another Simulation Scene object.

Tips and tricks for Cloth, Balloon and Soft Body simulations

Limitations)

 

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