Abstract
This paper presents a practice-based investigation into the capabilities of Cinema 4D’s native particle system through the creation of an experimental title sequence titled StrainX. The project was conceived as a technical and aesthetic exploration, prioritizing abstraction, form, and motion over narrative content. Through iterative testing and simulation, the study examines how Cinema 4D’s built-in particle, geometry, and material tools can generate visually complex results without relying on third-party plugins, such as X-Particles. All assets, simulations, and textures were developed natively within Cinema 4D, allowing for a unified and efficient workflow. The methodology emphasizes procedural experimentation, simulation caching using Alembic files, and optimization for iterative rendering. The findings suggest that the native particle system is both accessible and capable of supporting sophisticated motion design outcomes, enabling faster iteration, reduced workflow fragmentation, and greater stability. The paper also reflects on the project’s educational relevance and its implications for future motion design practices.
Library of Congress Subject Headings
Computer animation--Technique; Three-dimensional display systems--Design; Experimental films; Video art
Publication Date
12-1-2025
Document Type
Thesis
Student Type
Graduate
Degree Name
Visual Communication Design (MFA)
Department, Program, or Center
Design, School of
College
College of Art and Design
Advisor
Mike Strobert
Advisor/Committee Member
Daniel DeLuna
Recommended Citation
Ahmad, Farah, "StrainX : A Technical Exploration of Cinema4D's Native Particle System in an Experimental Title Sequence" (2025). Thesis. Rochester Institute of Technology. Accessed from
https://repository.rit.edu/theses/12434
Campus
RIT – Main Campus
Plan Codes
VISCOM-MFA
