Skip to content

xpElektrix

xpElektrix creates ‘lightning bolt’ style effects.

Unlike other X-Particles objects, it can be used with or without a particle emitter.


xpElektrix_UI.png

xpElektrix General tab settings.

Set as To Object, by default, xpElektrix has four modes of operation.

The alternatives are: Spherical, To Particles and Particle to Particle.

With this mode, you do not need a particle emitter.

Instead the bolt is drawn between two objects.

These can be any object, including lights or null objects.

The bolt is drawn from the axis position of the Start Object to the axis position of the End Object.

xpElektrix_01_Object.png

Here the Mode is To Object, with the Cube and Sphere connected via their origin points.

Again, this does not require an emitter.

The bolt is drawn from the Start Object axis position to a randomly-chosen position on an invisible sphere surrounding the Start Object.

The length of the bolt is governed by the Bolt Length and Variation settings.

xpElektrix_02_Spherical.png

The Mode is now Spherical; the electrical splines draw from the center of the Start Object and grow outwards, spherically.

In this mode a bolt is drawn from the the Start Object axis position to each particle emitted from an emitter.

xpElektrix_03_To Particles_Use All.png

In this image, the Mode is To Particles, with splines from the Cube to all particles in the linked emitter.

Here, bolts are drawn from particles in the Emitter to the corresponding particle in the Destination Emitter.

Meaning that bolts are drawn between particle 1 in the first emitter to particle 1 in the second, and so on.

It is your responsibility to make sure that the destination emitter has enough particles to match those emitted from the first emitter.

xpElektrix_04_Particle to Particle_Match.png

The final Mode setting is shown here, Particle to Particle.

The object the bolt originates from in all but Particle To Particle mode.

Drag the object to be used into this field.

The object the bolt ends at in To Object mode.

Drag the object to be used into this field.

The source emitter used in To Particle and Particle To Particle modes.

Drag an X-Particles emitter into this field.

The emitter providing the ‘destination’ particles in Particle To Particle mode.

Drag an X-Particles emitter into this field.

Set to Use All, by default, this drop-down menu is only used when Mode is set to To Particles or Particle to Particle.

The alternative settings are: Nearest Only, All Within Distance and Max Number Within Distance.

Bolts will be drawn to all particles.

A bolt will only be drawn to the nearest particle.

Here, with the Mode set as To Particles and the Distance Mode of Nearest Only, the spline is only drawn to the particle closest to it.

Bolts will be drawn to all particles whose distance is between the values in Max Distance and Min Distance.

xpElektrix_03_To Particles_All Within Distance.png

With the Distance Mode as All Within Distance and distances set between 440 and 460, all particles within this 20cm range are viable connection points.

xpElektrix_03_To Particles_All Within Distance_2.png

In this second image, the Max Distance is increased to 550, displaying more connections than before but there are still no connections to particles outside of the 110cm range.

This is the same as All Within Distance but the number of bolts is limited to the value in Max Number.

xpElektrix_03_To Particles_All Within Distance_Max 1.png

Here, the Distance Mode is Max Number Within Distance, with Max Number set to 50, limiting the connections to 50.

xpElektrix_03_To Particles_All Within Distance_Max 2.png

In this second image, Max Number has been reduced to 5, restricting the connections to 5 only.

This is the farthest away a particle can be from an object or a particle for a bolt to form when Distance Mode is set to All Within Distance or Max Number Within Distance.

This is the closest a particle can be to an object or a particle for a bolt to form when Distance Mode is set to All Within Distance or Max Number Within Distance.

When Mode is set to Max Number Within Distance, this is the maximum number of bolts which can form.

This is only used in To Object mode.

If it is set to zero, the end position of all the bolts will be at the axis position of the End Object.

Increasing this value will randomly spread the end position around the axis position of the End Object, within this distance value.

xpElektrix_05_Spread_01.png

Spread value of 0 (zero) cm, resulting with connections at the origin point of the End Object.

xpElektrix_05_Spread_02.png

With Spread raised to 100cm, the end points of the connections are pushed away from the origin point.

This is the seed used when generating the bolts.

If you don’t like the result, try changing this value.

Only used in To Object and Spherical modes, as in the other modes, the number of bolts is determined by the number of particles.

It controls the number of bolts which are generated.

xpElektrix_06_Number of Bolts_01.png

Number of Bolts set as 1.

xpElektrix_06_Number of Bolts_02.png

Here, the Number of Bolts has been increased to 50.

If enabled, each bolt will randomly flick to another shape at intervals determined by the Flicker Interval setting.

If you don’t want this to happen, untick this box.

The time between shape changes in each bolt.

Variation can be added with the Variation setting to prevent too regular a result.

Only available if Enable Flicker is ticked.

With Enable Flicker checked, Flicker Interval is keyframed, from 5 frames down to 1, in this animation.

In this second animation, the Flicker Interval and the Variation are both set at 8 frames.


This controls the subdivision of the bolt.

A value of zero simply generates a straight line between the two points.

When set to 1, the bolt will be divided in two somewhere along its length, causing a bend in the bolt.

Increasing the count to 2 will divide each half of the bolt in two again.

Each time the number of divisions increases, the number of segments in the bolt is doubled.

The bolt will remain the same general overall shape, but the detail will increase significantly.

A value of 4 - 6 is fine for most purposes.

At high division levels, and with many bolts, this can result in a lot of points.

xpElektrix_07_Fork_Divisions_0.png

Divisions set at 0 (zero).

xpElektrix_07_Fork_Divisions_1.png

Divisions now set at 1.

xpElektrix_07_Fork_Divisions_5.png

Here, the Divisions value is 5

xpElektrix_07_Fork_Divisions_10.png

Finally, the fork is divided further, with Divisions set at 10.

As well as dividing the bolt segments in two at each division, the object can also produce forks or branches from the point of division.

If you have 6 divisions you may end up with a lot of little forks, so this setting halts forking at the level of division in this setting.

A value of 3 is usually sufficient.

A value of zero will prevent all forking.

xpElektrix_07_Fork_Max Fork Division_0.png

Max Fork Division of 0 (zero).

xpElektrix_07_Fork_Max Fork Division_3.png

Here, the Max Fork Division is set at 1.

xpElektrix_07_Fork_Max Fork Division_5.png

The Max Fork Division is raised to 5, in this image.

xpElektrix_07_Fork_Max Fork Division_10.png

Max Fork Division of 10.

Set as Relative to Division, by default, this setting refers to the length of any forks in the bolt, not the length of the bolt itself.

The default is that when a fork is generated, it is the length of the distance between the point it is generated from and the next point in the spline.

As the bolt proceeds through the number of iterations (divisions) in the object, the distance between spline points gets shorter and shorter.

The result is a few long forks and a larger number of small forks.

The alternative mode is that the fork has an absolute length in scene units.

This is the default mode where the fork length depends on the division level at which it is generated.

The alternative mode, in which the length is an absolute value in scene units.

In this mode, all the forks have a variable length between a maximum and minimum value.

Regardless of length mode, this value is used to multiply the fork length.

All forks will then show a uniform increase or decrease in length.

In Relative to Division mode, this setting ensures that the fork length never exceeds this value.

If the fork length is lower than this value, it is unaffected.

In Absolute mode, this is the upper limit of the length of the fork and is used in conjunction with the Min Length setting to determine the actual length.

Used only in Absolute mode, this is the lower limit of the length of the fork.

It is used together with the Max Length setting.

When the fork is generated, it deviates from its parent along the X and Y axes local to the object.

If both values are set to 100%, the fork may deviate away at any angle.

If you set the Y value (for example) to 0 (zero) %, the fork will only deviate along the local X axis.

For the most part, these values can be left at the default of 100% for a truly random deviation.

This the probability that a fork will occur at a division point.

You can alter the value here to increase or reduce the chance of forking.

Generally, smaller numbers produce better results.

xpElektrix_08_Fork_Probability_01.png

Fork Probability set at 0 (zero).

xpElektrix_08_Fork_Probability_02.png

The Fork Probability raised to 33%.

xpElektrix_08_Fork_Probability_03.png

Here, the Fork Probability is 66%.

xpElektrix_08_Fork_Probability_04.png

Finally, a Fork Probability at 100%.

These two settings are only available in Spherical mode and control the length of the bolt.

Variation can be added to the length with the Variation setting.

xpElektrix_09_Fork_Bolt Length_01.png

Bolt Length set at 100cm.

xpElektrix_09_Fork_Bolt Length_02.png

Bolt Length raised to 200cm.

xpElektrix_09_Fork_Bolt Length_04.png

Here, the Bolt Length is 100cm, with a Variation of 70cm.

xpElektrix_09_Fork_Bolt Length_03.png

In this image, the Bolt Length is 200cm, with a Variation of 170cm.


xpElektrix_UI_Bend.png

xpElektrix Bend tab settings.

Set as Absolute, by default, this drop-down controls the amount of deviation of each point in the bolt; it controls the amount of ‘bending’ at each division point.

The alternate setting is Proportionate to Length.

The amount of deviation is an absolute value in scene units.

In this mode, the amount of deviation is a proportion of the bolt length.

The reason for this is that if the bolt length is small, the amount of deviation in Absolute mode may be very disproportionate to the bolt length.

This mode will adjust the deviation according to the length of the bolt, ensuring a more consistent appearance if the bolt length changes, for example in either of the particle modes.

The amount of deviation or bending at each division point.

These are either in scene units (Absolute mode) or as a percentage of the bolt length (Proportionate to Length mode).

xpElektrix_10_Bend_Max Bend_01.png

The Min Bend and Max Bend are both 0 (zero) cm here.

xpElektrix_10_Bend_Max Bend_03.png

Max Bend, only, raised to 250cm.

xpElektrix_10_Bend_Min Bend_01.png

Here, the Max Bend remains at 250, while the Min Bend is now 50cm, ensuring a minimum bend amount throughout.

xpElektrix_10_Bend_Min Bend_02.png

In this fourth image, the Min Bend is now increased to 150cm.

When the fork deviates from its parent, it does so along the X and Y axes local to the object.

If both of these values are set to 100%, the fork may deviate away at any angle.

If you set the Y value (for example) to 0 (zero) %, the fork will only deviate along the local X axis.

For the most part, these values can be left at the default of 100%, for a truly random deviation.

xpElektrix_10_Bend_X_01.png

Bend Weight X and Bend Weight Y both set at 0 (zero) %.

xpElektrix_10_Bend_X_04.png

In this image, there is a full amount (100%) of bend weight on both axes.

xpElektrix_10_Bend_X_03.png

The Bend Weight X remains at 0 (zero)%, here, while the Bend Weight Y is at 100%.

xpElektrix_10_Bend_X_02.png

Finally, the opposite of the previous image, with 100% set on Bend Weight X and Bend Weight Y is now back at 0 (zero) %.


These settings allow you to add additional deformation to the bolt with a shader.

Best results are obtained with an animated Noise shader, but any shader can be used.

If ticked, the shader will deform the bolt.

This is the ‘strength’ of the deformation.

Larger values will result in larger deformation.

If it is too large, you may see artefacts, such as forks, becoming detached from their parent branch.

Add a shader to this link field.

A Noise shader is recommended as this can be animated and produce interesting effects.

xpElektrix_11_Displacement.png

In this image, a Checkerboard shader has been applied.


xpElektrix_UI_Spline.png

xpElektrix Spline tab settings.

Set as Linear, by default, this is a subset of the usual spline settings seen in Cinema 4D.

The alternative types are: Cubic, Akima, B-Spline and Bezier.

Set as None, by default.

The alternative settings are: Natural, Uniform, Adaptive and Subdivided.

In Natural and Uniform modes, use this field to set the number of intermediate points.

In Adaptive and Subdivided modes, use this Angle threshold setting to control the generation of intermediate points on curved edges.


Copyright © 2026 INSYDIUM LTD. All rights reserved.