In this example, adding Field Force caused incomprehensible errors with normals disruptions.
In the version where the particles from the logo fly far into the author's sneakers, it is clear that the normals are directed incorrectly, in different directions, normals are directed in different directions, not along the line of movement, but the particle animation was performed correctly.
My normals were directed correctly, but when closing the file, the normals were not saved and it was not possible to leave them in such a way that the particles moved in their direction from the logo. After caching, the scene worked correctly, but when deleting the cache, the normals jumped and I had to add Field Force again and set all the settings, because they did not work at all. I made about 10 attempts and for some reason it worked and the file worked correctly.
Without this moment, I could not complete the lesson. When adding new forces, the Field Force normals also rearranged to be directed correctly and I had to do this operation several times when they were not reset and saved at this point. Also, when in Field Force the normals were directed correctly and the Friction modifier was added, the normals also crashed. Perhaps the crash occurred when saving the file when the animation was playing and the keyframe on the timeline was not zero. When saving the scene in the zero frame, there were no crashes, although I did not cache the file.
The author used the Arnold renderer, I also used it. Some people in the comments who used Redshift had questions about the Vertex Color Tag settings.
Since the renders have similarities and differences, some functionality may not work or be configured in other ways.
A scene with 15 thousand particles was easily rendered without caching without crashes.
But when changing 1 million particles, caching was required, which lasted about 5 minutes.
Two cached files appeared with a total weight of 60 Gb, although the original scene itself takes up 6.5 Mb.
Even a cached scene with 1 million particles played with jerks and long pauses of 5 seconds per frame from the first time.
The video has some flaws:
1. when I rendered 1 million particles, when they turned into the shape of the sneaker, they created some distinct contours with indentations, clearly visible on the edge of the sneaker, but did not fill the surface evenly. To fix this, you need to test the settings more.
2. when the particles turn into the color of the shoe texture, they do not completely turn into the color of the standard material texture.
For example, black particles were gray, and red particles also differ from the final appearance in the sneaker. Although there were no properties in the particle materials so that the particles would not be completely painted into the texture material. It turns out that the black shades of the sneaker are not displayed correctly throughout the animation.
I rendered the scene in Arnold renderer, but the Vertex Map is linked to the default material of the sneaker that was in the source.
When I export this material to Arnold material and link it to Vertex Color Tag, the particles are not recolored correctly, black shades turn to gray, reds also change saturation.
Although without particles on the sneaker, the exported Arnold material with textures is displayed correctly.
I used the default material for the particles and made color_correct, adjusting the color of the particles to the color of the sneaker materials.
Object appearance effect in Cinema 4D.
3. Also, the surface of the sneaker is filled with particles on one side. The place where the particles move does not change its position during the movement of the particles, because of this, the particles fill the entire surface of the object like spheres of magnets that move to the point of the magnet's force, but do not remain at the point of contact with the surface, but begin to fly past this place. To achieve a smooth, uniform filling of the object's surface, you need to further test the settings and possibly change the position of the force normals so that there are no new particles where the first ones were. It is unclear how the distribution of particles will occur, with a different number of particles, different forces are needed to restrain them. I used an additional effect of the object's manifestation, which will gradually draw the sneaker, but it is not as clear as with drawing with particles.