Create Nike Flyweave using X-Particles in Cinema 4D

February 21, 2017 - By 

Learn how to create the super popular Nike Flyweave material that you have been seeing in their new commercial animations. X-Particles makes creating Flyweave fabric easy in this Cinema 4D Tutorial.

What will I Learn?

We are going to jump into C4D and I am going to show you how I created the macro shot of the Nike Flyweave material here in my Air Jordan 31 Animation. We will use X-Particles and a couple simple techniques to create this material.

What Flyweave?

Flyknit is the super strong super light fabric pattern and it is all over their CG animated spots.

What We Are Making:

 

Tutorial:


 

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25  comments
25 Comments
  • twaller@stoneward.com February 21, 2017 at 4:35 pm

    Awesome tutorial David!

    when I apply the xpfollow surface, It seems to want to gradually curve until the particles are at a single line. That’s just with one particle system. Any thoughts on how to get the particles to follow the surface straight?

  • twaller@stoneward.com February 21, 2017 at 5:31 pm

    A work around I used, was to not use the formula effector, I could not figure out why the effector was making the particles curve along the surface, so I used an editable plane to reach similar results .

    • Hello :D!

      I had the same exact problem! Good news, though! The fix is very easy! Take the plane that the particles are going over, and rotate it 180 degrees, so the Z axis of the plane looks at the emitter :). No clue why this works, but it does :D! let me know if this worked for you as well :D!

      • Hi John,
        thanks for the tip.
        I still have the problem, I tried to rotate the plane, the axis, change the effector axis and rotation, but the particles are still dragging on one side.

        Can you be more specific on the solution?
        Thanks!

        • Hey, Andy! Very sorry it took me almost a month to respond, I had no clue you responded to my post till now xD. It didn’t send me an email or anything :).

          What I think you need to do, is make sure the effector is rotated so it’s in the same orientation as the plane. What I mean by this is. If you select your place, you will see 3 arrows in the move tool (E) Green arrow is the Y red arrow is the X and blue is the X. Make sure the arrows are pointing the same direction for the Formula effector and the plane. Let me know if this helps :). Sorry for the confusion on my first post :).

  • Great Tut¡
    Can be made without X-Particles Plugin?

    Thanks¡

  • DAVE DAVE DAVE!

    That was awesome TYVM for the tutorial!

    Ocular is incredible BTW. well done!

  • Awesome David! TYVM!

  • Awesome tutorial David! I love seeing your process, especially when it comes to rendering. The problem you were running into with the speed variation on the particles (in case no one has gotten this to you already) is that once you put an emitter into an x-particles group, the particle’s speed and variation controls are all controlled on the group node instead of the emitter node. Insydium did this, presumably, so that artists would have a quick and easy way to simulate particles changing speed and other basic parameters as something else happens to them. like when using the change group modifiers or actions in tandem with other modifiers. It would be nice if those controls got grayed out or something to that effect once the group connection is made… would make it a bit more straightforward for end-users.

    Also, the reason you got minimal variation when changing the frame rate (I think) is probably connected to the x-particles sub-step engine not matching up idealistically with your frame rate.

  • Great tutorial David. I think the problem you were having with the speed variation was due to the followsurface modifier: the pull was uniform for all particles. I believe setting the pull variation to something other than 0% in combination with speed variation solves the issue that you were facing. You could also add a little friction.

  • Here are a couple of tips for those not using Octane.

    1. Be patient. My last frame at 640×360 took 7:37 to render in Physical.
    2. If you are using depth of field don’t forget to uncheck the High Q Render setting in X-Particles tab in Render Settings

  • Great tutorial David.
    About the problem you were having with the speed variation.
    We need to change the parameter variations in the x-particles group, not in emmiter.

  • Great tutorial David, and Great website

    i only have one request from GSG can you please load all your tutorials also on vimeo.com?
    Thanks guys, you are fantastic,

  • This is an inspirational tutorial. Great job! By the way, I am using Cinema 4D R16 Broadcast edition. Can I achieve a similar result without a hair module?

  • is there a way to do this in XP2.0? I can’t afford an upgrade yet but can’t seem to find the right modifier for the job.. maybe just have to us TP instead?

    • Hey Jamie, you will ne to have the “Follow Surface” modifier to follow along. I am sure there are a bunch of other ways to do this with X Particles prior to that but I am not aware of any off the top of my head.

  • Love it thanks so much! I am going to take apart my shoes now and look at how they are woven together.

  • Group controls particle speed , size and colour.

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