I might have a dumb question.
Could be I also just didn’t read the documentation carefully enough.
But are all fire spawning and other physics based on particles in it?
I tried to do something I did in TFD I wanted to use a plane as Fan to blow something away.
Or spawn from the fire just from a surface.
Is that possible like in TFD?
It’s possible, but the workflow still has rough edges.
The tag Reactions/Voxelize corresponds to the TFD/Emitter tag. You can add this tag to C4D objects in order to use them in the sim.
New in the Voxelize tag is a Volume list that allows you to select the Volumes that the tagged object gets voxelized into. TFD does not have this list, which can make multi-container setups rather messy.
Here is where the current workflow get bumpy: if you used a template with a full sim setup, the Volume list contains several entries that don’t seem to make sense. You’ll want to select the Advect/Volume Grid entry. This will get cleaned up soon.
There is another list parameter below that should have its entries selected and that will get cleaned up as well.
Below that is the Channels list, which works like the Channels section in TFD/Emitter. The UI formatting is slightly different, because the channels can be customized now. And there are a few more options to control emission from particle attributes etc.
This could be a firewall, but the default Windows firewall wouldn’t block it. It could also be a temporary connection problem. I can’t see any problems on the server side at the moment.
Does this still persist?
This seems to be related to the Nvidia driver. Could you please try the latest build v0.2.6 (link below)?
If the problem persists, please try updating your Nvidia driver to the latest version. If this still does not resolve the issue, please send the new crash dump as well as the log file from %HOMEPATH%\ReactionsData\reactions.log