
Lucius

Lucius
A personal Cinema 4D project where I tried working with particles for the first time, using C4D’s native particle tools to explore particle advection & simulations.
A personal Cinema 4D project where I tried working with particles for the first time, using C4D’s native particle tools to explore particle advection & simulations.
Client
Fragrance du Bois
Type
Personal Project
Timeline
2 weeks
Project overview:
This was a personal Cinema 4D project where I wanted to try working with particles properly for the first time. I used C4D’s native particle tools to explore particle advection and create a fragrance visual. The goal was to learn the workflow while keeping the final result as nice as I could.
Project overview:
This was a personal Cinema 4D project where I wanted to try working with particles properly for the first time. I used C4D’s native particle tools to explore particle advection and create a fragrance visual. The goal was to learn the workflow while keeping the final result as nice as I could.
Project process:
The base product was modeled in Blender first, mainly because I move faster there, then brought into Cinema 4D for the materials, labels, and embossed details. Most of the process was spent figuring out the particle setup. A lot of the first tests didn’t work — the motion felt wrong, the collisions were inconsistent, and the particles looked too uniform. At first I couldn’t understand why they weren’t catching reflections properly, but later realized the issue came from their rotation. I used a Random Effector to break up the rotation and make the particles react better to light. For the collisions, I rebuilt the product as a very low-poly mesh placed over the original model. I also tested particle advection with Pyro, but ended up using Linear Fields, Turbulence, Wind, and a mix of simulation forces to control the final movement.
Project process:
The base product was modeled in Blender first, mainly because I move faster there, then brought into Cinema 4D for the materials, labels, and embossed details. Most of the process was spent figuring out the particle setup. A lot of the first tests didn’t work — the motion felt wrong, the collisions were inconsistent, and the particles looked too uniform. At first I couldn’t understand why they weren’t catching reflections properly, but later realized the issue came from their rotation. I used a Random Effector to break up the rotation and make the particles react better to light. For the collisions, I rebuilt the product as a very low-poly mesh placed over the original model. I also tested particle advection with Pyro, but ended up using Linear Fields, Turbulence, Wind, and a mix of simulation forces to control the final movement.
Final results:
The final result is a short product visual where the particle simulation does most of the work. I kept the camera moves simple and slow, using close-up shots to let the gold particles stand out. The focus was less on complex animation and more on getting the particles to move well, catch reflections, and feel like they belonged around the bottle.
Final results:
The final result is a short product visual where the particle simulation does most of the work. I kept the camera moves simple and slow, using close-up shots to let the gold particles stand out. The focus was less on complex animation and more on getting the particles to move well, catch reflections, and feel like they belonged around the bottle.

Open to work
Seen enough?
If you’ve reached this point and the work feels relevant, I’m open to conversations around roles or projects.

Open to work
Seen enough?
If you’ve reached this point and the work feels relevant, I’m open to conversations around roles or projects.