File project & Tutorial:
https://t.me/motionxamon/33
As part of my exploration of X-particles, I've come across most tutorials that mainly demonstrate some simple setups without rendering. Typically, the tutorial looks like this: we generate a base, add turbulence, create a speed ramp, control the color using user color data, and render. Usually, the render settings are rarely shown, or developers tweak cycles.
I've recorded my starter pack for X-particles. Project file + tutorial included, although it's more of a screencast. Laziness, and actually no time to make full-fledged tutorials with voiceovers or titles, I think everything is clear enough as it is.
Here's the principle:
Generate fire. I used Explosia on a standard sphere; the standard pyro doesn't work with X-particles as needed, although, for example, standard Cinema 4D particles work with advection.
Generate particles from that sphere, enable advection in Explosia. Place the particles in the shot, make a large quantity of 50K and above, remove the initial speed. I usually don't use turbulence; I prefer to move particles through generated smoke.
Color the particles, go to the emitter's display, select gradient (parameter), and specify speed. Essentially, the color ramp will color the particles from slowest to fastest; you can set a range.
To render particles in Redshift, add an object tag, set instance → Sphere, and set the size of the particles. Create a material, apply it to the emitter, and we need Color User Data in it, which takes the particle color attribute from the display on the ramp. Connect it to the color.
For animation, cache the particles with XP Cache. After caching, set the playback mode to frame. In them, specify three keys for the speed ramp. It's important to note that at this point, everything is baked, including the color of the particles, which can only be changed in the material settings.
Essentially, the last step is to select the camera angle, set up Depth of Field, and render.