View Full Version : particle splash
fabmedia 11-11-2003, 10:05 PM I was wondering how to stop particles at a certain point.
What I want to do is have water splash on a bottle and stop while the camera is spinning around the front.
Any ideas on how to do this?
Arlen
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If you're talking about a bulllet time effect, your best bet is to find the frame that you want the splash to "stop", render up to that frame, then render multiple versions of that same frame from slightly different angles. This should continue to give you the motion blur one would normally see to completely sell the effect. Then continue the render from your ending camera angle as normal. It's tedious, but it is actually how the bullet time effect is done....
fabmedia
11-11-2003, 11:22 PM
Oh wow. I have to set up 60 cameras to do it? Holy. It wouldn't be that bad if I could automate the renders of the multiple cameras.
Arlen
Ryder
11-11-2003, 11:32 PM
there is a cool plug called TimeWarp 1.1 at www.Tufflittleunit.com (http://www.tufflittleunit.com/)
the maker showed it to me at 3dfestival... verry neat litte plugg now you can make all the cool matrix effects... and with motionblur
fabmedia
11-11-2003, 11:36 PM
How do you freeze them?
fabmedia
11-11-2003, 11:47 PM
Sorry, but I'm on a Mac here. I already contacted them to see if they had a Mac version available and there is nothing available at this time. Too bad really. They would have had a sale 30 minutes ago.
Arlen
twidup
11-11-2003, 11:51 PM
been a while since I did this with Napalm and PS 2 Pro. not sure how well this trick will work with PFX (the way I did it in the others was thru built in fucntions)
with PFX, make your particle sfrom a partigon, on teh frame...frames that you want to freeze, export a copy of hte partigons, it should hold its shape. then you can just rotate your camera around them. if you morph between two or three groups over time, you should still get the motion blur in there as well.
fabmedia
11-11-2003, 11:54 PM
So how do I export the particles?
Arlen
twidup
11-12-2003, 12:52 AM
if they are partigons, used "Save Transformed"
fabmedia
11-12-2003, 05:00 AM
I guess I should ask...
How do I convert my particles to partigons?
Arlen
aurora
11-12-2003, 01:57 PM
How do I convert my particles to partigons?
I'm not sure you can convert currently created HVemitter to a Paritgonemitter. I'm hoping I'm wrong for your sakes if you already have them set up.
However if you just want to create a Partigonemitter Just choose Partigonemiiter from the 'Add:' selection of the FX_Browser (ParticleFX Browser) or from the Items tab select Add->PFX->Add Particle Emitter->Partigon Emitter under the Emitter Type:.
jeremyhardin
11-12-2003, 06:21 PM
easier way i think.
don't use the "etc" tab in your emmiter options to set up gravity/wind.
use FX wind/gravity
set the particle's weight to 0
keep resistance normal (1 or whatever you have it set to)
keyframe the power of your FX wind/gravity to 0 when you want them to stop.
(it's the particles' weight that makes them keep going)
animate your camera normally during stopped time.
anieves
11-12-2003, 06:36 PM
Originally posted by aurora
I'm not sure you can convert currently created HVemitter to a Paritgonemitter. I'm hoping I'm wrong for your sakes if you already have them set up.
However if you just want to create a Partigonemitter Just choose Partigonemiiter from the 'Add:' selection of the FX_Browser (ParticleFX Browser) or from the Items tab select Add->PFX->Add Particle Emitter->Partigon Emitter under the Emitter Type:.
You can not convert but In a case like this what you could do is save the particle motion settings and load it to the new emitter.
fabmedia
11-15-2003, 05:38 PM
Well here it is guys the final edit.... I colour corrected and composited the piece in Combustion...
http://142.173.127.220/waterbottle_web.mov
The only thing I thing I would change is the blur on the background bottle... let me know what you think...
Arlen
chikega
11-15-2003, 06:19 PM
Very convincing effect - very well done. My only small and humble critique would be the orange (sunset?) background - doesn't really jive with the bottle and water droplets which are reflecting/ transmitting white light. Maybe the background could be changed to mid day background (blue sky, white clouds) to match the white light that the bottle and water droplets are showing. :)
fabmedia
11-15-2003, 09:42 PM
yes, I would say that you're right. I originally created this image to which the animation was derived from...
http://154.5.152.12/waterbottle.jpg
It was hard gettiing the particles to 'stop' while panning the camera. It's not too easy in Lightwave so I had to come up with some creative thinking and had a lot of suggestions from other members on the Newtek discussions site.
Arlen
fabmedia
11-15-2003, 09:47 PM
ah my IP changed...
http://154.5.152.12/waterbottle_web.mov
Arlen
Nimrodicus
11-16-2003, 04:41 AM
Fabmedia, out of all the different suggestions you received, I'm curious as to which one worked out for you?
fabmedia
11-16-2003, 05:18 AM
I had created a still image for packaging for a client of mine and because I'm putting together a demo reel for a potential job I thought hey, why not show the bottle with the particles. That was the easy part.
Here's the original image... http://154.5.152.12/waterbottle.jpg
I have a total of 7 emmiters and 1 camera that took the initial image at frame 13. I saved the motion of each of the emitters and adjusted the playback speed of particles for each emitter to 1%. I tried a lower setting at .01% but the number of particles and such put my G4 dual 867 into a coma. I also knew that if I slowed down the animation to 1% that frame 1300 would be where I needed to initiate the animation. Now after looking about I finally decided on frame 1090 to 1200 (don't ask me why), and rotated the camera 20° counter clockwise.
I HOWEVER would not do it this way again as it makes it impossible to render an animation before and after without the particles moving even though the playback speed was set to %1 (it's still a lot). I would try a suggested option of using particles and a gravity/wind fx generator to try to do this.
My preferable option would be to setup x cameras and pan from the stop of the animation leading into the bullet-time to the exit and render them out into a sequence of frames.
The problem with either of these setups as I think about this is that with a TRUE bullet-time effect, the particles or object would still move over that period of time even though that it appears that time has stopped.
Because of the simple fact that the new Mac OS Panther has unfortunately screwed up all Mac Graph Editors, I was not able to try the one method that I am truely uncertain would work, and that would be to control the birth rate and the motion of the particles. I am sure that using this method would be ideal for a situation as this. Unfortunately I cannot test it.
Maybe someone can do a quick test for me and put my theory into a reality?
Arlen
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