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PsychoSilence
10-08-2005, 08:21 PM
http://core2core.de/spielwiese/PFSplines/images/Venus20.jpg

http://core2core.de/spielwiese/PFSplines/PFSplines1.htm

charleyc
10-09-2005, 05:58 AM
http://core2core.de/spielwiese/PFSplines/PFSplines1.htm

lol I have been translated into german :D

I had posted that script over at Orbaz forums, and at the time someone there mentioned they were working on getting an animated version working. Anyone here know if that every came about? I very briefly tried to make it work with animation, but ran into some limitations early on and didn't have the time to work them out (all I needed at the time was what is there).

jigu
10-10-2005, 03:47 PM
ok guys here i need ur help.

well i m making super slow motion video of " smashing egg on the glass".

i used parray to make egg;s shell and pflow for yolk and that yolk( i don;t know what to called that refracted "yolk"..) and used pwrapper as fluid.

well problem is that i converted parray particles into mesh using mesher.and thus i can able to "skew" or "bend"(with help of ffd box modifier) those egg's shell surface when it touches to glass.

EDIT : also egg;s shell seems to be joint together rather that cracking into pieces.
how could i do that with max particle system?

but i want some that "white yolk"(refracted part) on egg;s shell's surface also as it happens in real world.but when i put that "mesher" object as in position object to locate some particles on it surfaces.it works.but it doesn;t make fluid when i put that pflow system in pwrapper or in blobmesh.
Any help will be appriciated.
thanks before.

also i will appriciate some advice to make it more real.

here is my video:::

http://jigu.actkid.com/output1_egg.mov (around 5 MB)

here is real video :::

http://jigu.actkid.com/abma133_l.mov (144KB)

jigu.

PsychoSilence
10-10-2005, 04:01 PM
lol I have been translated into german :D

I had posted that script over at Orbaz forums, and at the time someone there mentioned they were working on getting an animated version working. Anyone here know if that every came about? I very briefly tried to make it work with animation, but ran into some limitations early on and didn't have the time to work them out (all I needed at the time was what is there).

i would like to know how far the animated version has gone in production as well! tell us, people :)

jussing
10-10-2005, 05:04 PM
PixelMagic, that looks great, I know you've been working on something like that for a long time! :)

Do you have an animation?

Cheers,
- Jonas

Daniel-B
10-10-2005, 08:33 PM
Yes, I can post an animation of my lava. However, I will have to wait until tonight because I am at work right now. And while I have everyone's attention, I updated the lava materials to look more realisitc...

http://img.photobucket.com/albums/v58/PixelMagic/lavafountainWIP02.jpg

Werewolf006
10-11-2005, 06:36 AM
@PixelMagic Did you try to add more motion blur?

Daniel-B
10-11-2005, 05:15 PM
Well, these lava fountains are supposed to be about 300ft. high in scale. So they don't have much motion blur. I'll post an animation test to show you what it looks like in motion.

You can download from here...

http://rapidshare.de/files/6155345/lava_animation_test.mov.html

Just go to the bottom of the page and click "Free" and the download will start.

thrasherstudios
10-11-2005, 07:29 PM
Pixel Magic

i looked at your lava test and have to say its looking great, especially the timing of the lava shouting up. Keep it up

Later

jussing
10-11-2005, 07:42 PM
Yes, that's awesome! :thumbsup: !

Super, congrats, dude.

My only crit is that the "turning off" of the particles in the first lava burst seems a little too abrupt...?

Cheers,
- Jonas

DaForce
10-11-2005, 11:26 PM
Those particle splines are amazing!!!

Is there an english version of the tut?

charleyc
10-12-2005, 12:17 AM
Here is a thread on the subject at Orbaz.com, they just ran it through a translator, works good enough I think. http://www.orbaz.com/forum/viewtopic.php?t=407

Also, here is a script that will automatically attach all the shapes into one.

depleteD
10-12-2005, 12:17 AM
Cool stuff guys

That spline shiz is amazing. Hope it gets translated to english. I want to learnz teh maxscriptin

Pixel Magic
Thats looking like a pretty good lava burst. But I think its missing the rare presence of larger blobby chunks.

charleyc
10-12-2005, 12:26 AM
Also, the scipt was initially intended for lower polygon stuff so it generated shapes with segements set to Line instead of Curves. For this type of use, curves are best. To fix this alter this line

addKnot ParticleSpline Shp 1 #smooth #line pf.particlePosition

to be

addKnot ParticleSpline Shp 1 #smooth #curve pf.particlePosition

DaForce
10-12-2005, 12:33 AM
Thanks heaps charleyc!!!

Gonna have a play with it tonight!!

DoubleSupercool
10-12-2005, 12:41 AM
pixelmagic: the only thing I can quickly add about the lave is that the first "spurt" fades away. I don't have any reference material, but as they are globs of molten rock, I don't think they should be fading out. Looks nice though. I am going to be doing a huge bowl of boiling "cheese fondue" for a school project, so I might have to pick your brains.

Daniel-B
10-12-2005, 07:38 AM
Thanks for the comments guys. My lava burst does still need work. I am using some reference photos to go off of, but it's hard. Also, real lava fountains have bands toward the top. Here is what I am ulimately trying to achieve with PFlow...

http://www.decadevolcano.net/photos/etna0701_jpg/etna_2828.jpg

http://http://www.decadevolcano.net/photos/etna0701_jpg/etna_2828.jpg

jussing
10-12-2005, 10:36 AM
Maybe if you vary the emitter speed to follow the bursts... either with a noise controller or just manually create a bumby curve in the curve editor...?

I have a feeling that would create something like bands.

Or, you can add an animated geometric noise modifyier to the emitter, to make it wobble up and down as it emits.

Either of those two techniques should create variation in the distance between the emitted particles, hopefully creating some kind of bands. :)

(I've used the geometry noise techinique on a waterfall emitter, to simulate the chunky pattern of a real waterfall, rather than have a uniform stream of particles)

Cheers,
- Jonas

JKeller1068
10-12-2005, 01:17 PM
Maybe if you vary the emitter speed to follow the bursts... either with a noise controller or just manually create a bumby curve in the curve editor...?

I like that idea. That way it would be more random/chaotic. It's look great so far pixel; looking forward to the final render! :thumbsup:

stafford
10-12-2005, 02:01 PM
Also, the scipt was initially intended for lower polygon stuff so it generated shapes with segements set to Line instead of Curves. For this type of use, curves are best. To fix this alter this line

addKnot ParticleSpline Shp 1 #smooth #line pf.particlePosition

to be

addKnot ParticleSpline Shp 1 #smooth #curve pf.particlePosition




Is there any solution to animate the splines? (each particles "draw" a spline along the timeline)

Thx!

loran
10-12-2005, 03:29 PM
Is there any solution to animate the splines? (each particles "draw" a spline along the timeline)

Thx!

I think someone could post the script to Maxscript thread with this question. Maxscripters are very reactiv down there :). I m sure Bobo could do that in a blink.

charleyc
10-12-2005, 04:09 PM
Is there any solution to animate the splines? (each particles "draw" a spline along the timeline)

Thx!

There was someone over at the Orbaz forums that said they were working on an animated version, although I have not heard anything else about that. As Loran suggested, this would probably be best if asked in the Maxscript forum.

Daniel-B
10-12-2005, 06:14 PM
Gentlemen, forgive my ignorance, but I am fairly new at creating complex particle systems. How do I add a noise controller to control my lava fountain?

g8ff
10-12-2005, 06:37 PM
Open up your curve editor, find your pflow...then dig down to your birth operator on the event level, right-click on rate>assign controller. Then you can add a noise float just like you would to anything else. Mess with that. Should do the trick.


Geoff

PsychoSilence
10-12-2005, 06:49 PM
Also, the scipt was initially intended for lower polygon stuff so it generated shapes with segements set to Line instead of Curves. For this type of use, curves are best. To fix this alter this line

addKnot ParticleSpline Shp 1 #smooth #line pf.particlePosition

to be

addKnot ParticleSpline Shp 1 #smooth #curve pf.particlePosition




charly is my man ;) i allready played with such modifications...hope you allow to modify your original work. i allready got an animated (shape drawing) version to work but not without more plugins :( i gave ghosttrials2 a try and begged my boss to by it. but we allready purchased another max this month together with polyboost2 so our budget for "let psychosilence have some fun" is allready used up...

Daniel-B
10-13-2005, 02:32 AM
UPDATE:

Getting closer to what I want...

http://img.photobucket.com/albums/v58/PixelMagic/lava-fountainWIP03.jpg

DaForce
10-13-2005, 03:00 AM
That is lookin fantastic!!

would love to see the PFLOW tree... or maybe even the file to learn from ;-)
hehehe

But seriously that is look really top notch. How does it look when animated?

Daniel-B
10-13-2005, 03:28 AM
Well, I can't take all the credit. I modified a base lava fountain tree that Loran made a while back. I also changed the materials. Although, I must point out, that much of the color and glow if done in After Effects, and not straight out of the render.

amckay
10-13-2005, 04:23 AM
www.allanmckay.com/tmp/PayGO-Goats_01.mov (http://www.allanmckay.com/temp/PayGo-Goats_01.mov)

quick proof of concept test I did ages ago - i built a really complex particle system from this system later on, although haven't had time to upload it yet. Clietn absolutely killed the job in the end, most embarassing thing I've ever touched - although the crowds stuff is worth demoing off once I get a chance to compile a propper render.

So this is prett basic, just avoiding eachother and simple 'stick to groups' - I'll put up something useful soon.

pixelmagic - great work mate

DaForce
10-13-2005, 04:42 AM
Ah ok. Still looks wicked :-)

Do you have a link to the base lava fountain?

DaForce
10-13-2005, 04:43 AM
amckay:
File not found dude :-(

amckay
10-13-2005, 05:53 AM
try again now
again nothing fancy

DaForce
10-13-2005, 06:02 AM
nope, no dice.

The requested URL /temp/PayGo-Goats_01.mov was not found on this server.

charleyc
10-13-2005, 06:09 AM
nope, no dice.

The requested URL /temp/PayGo-Goats_01.mov was not found on this server.

Its working for me. That is the wrong URL. I had to copy and paste into my explorer to get it to not keep trying the wrong one. The correct one has temp as tmp.

DaForce
10-13-2005, 06:27 AM
Ok sorted it... i swear i had tried copying it before hand.... well the actually URL link that you have there is to TEMP even tho the text that you see in the board says tmp. Thats why clicking it doesnt work :-)

That is quite cool. Seems to work well.

Daniel-B
10-13-2005, 06:28 AM
Here is the base lava fountain that was created by Loran. I modified mine heavily to make it be a 300ft. tall scale. I also modified my materials.

http://forumel.free.fr/PF/lava-fountain02.max

DaForce
10-13-2005, 06:34 AM
Thanks for that mate.

Will have a tinker with it tonight.

DeKo-LT
10-13-2005, 06:45 AM
Oh yeah, good animation, allan! :buttrock:
It's seems to be very difficult to create Flowing by Surface particles!
Especially with experience like you have.

Put it to your ShowReel. :D

Daniel-B
10-13-2005, 06:57 AM
DaForce, post your results when you finish.

DaForce
10-13-2005, 07:03 AM
But of course :thumbsup:

amckay
10-13-2005, 11:17 AM
sorry I corrected the text but it kept the old hyperlink - yeaht aht was a proof of concept I did in about an hour or so... but it's the only thing I have rendered right now. I actually scritped after that a very complex crowd system, well complex for pflow - I'll put it all up soon. Basically just stuff like avoiding eachother and having targets, moving in groups and stuff like that. But the avoidence is quite solid - I had to have lots of goats all pushing through one another to herd into a formed symbol, so they had to interact but still have their destination chosen etc. Kind of neat, although I could only do about 10,000 in the crowd in one pass without max running out of ram unfortunately.

stuck on a CG feature in maya right now unfortunately - otherwise I'd have more to show off. Been doing some awesome fluids stuff in max though - will show taht stuff when I'm allowed :P

mouj
10-13-2005, 05:31 PM
Geez Allan, impressive stuff as always !
I wish i could see your pview on this one, i tried recently to do some crowd animation using pFlow but failed miserably to achieve anything neat in the amount of time i had devoted to trying.. (ended up using splines and path constraint, a real pain in the butt if you'd like to know)
I had the worse trouble with keeping them particles apart and avoiding them to collide all the time, while you seem to have tackled it pretty well (i'm not surprised that you did better than me, actually !).
Anyhow, great stuff :)

@ PixelMagic : that lava is really nice !

mouj

Daniel-B
10-13-2005, 05:53 PM
Alright guys, here is my newest animated lava fountain. The file is 1.5MB Quicktime. Just scroll to bottom of page and click "Free" and that will take you to the download.

http://rapidshare.de/files/6238381/lava_animation_FINAL.mov.html

amckay
10-13-2005, 10:39 PM
To be honest I never really used keep apart until this gig, not for anything overly complicated anyway. and I found it basically just worked as a deflector to some extent, although I found layering it as the least most influencial operator in the flow it works quite well if you cap it's acceleration etc.

I'll put up a flow as well as some propper renders and stuff soon. I've just bought a bunch of new computers and a render farm for my studio and amongst all of that I'm trying to sort through three years of files (over a terrabyte) so all of my files are now scattered across my network, eventually it'll mean if someone says "hey I need to make fire!" I'll be able to pull a file up for them easily, but right now it means I have no clue where half my junk is :)

feldy
10-13-2005, 10:52 PM
man thats cool that bussines is good. whens the new dvd comming out?

amckay
10-13-2005, 11:10 PM
hey feldy, hah good Q! I've been waiting for turbosquid to get off their asses after the whole new orleans fiasco... obviously it'll take them sometime to get on top of things.

I'll email them again next week and see what's up - if Idon't hear anything back I'll look for another publisher for it.

feldy
10-13-2005, 11:23 PM
ill send ya the cash direct. question though sprite particle anaimtion is still big in games even for next gen stuff do you ever see fluid stuff or volumetrics ever being real time/?

Daniel-B
10-13-2005, 11:29 PM
Allan, you may want to look into Gnomon for publishing your new DVD. They have only a couple of 3ds max titles, and I'm sure they would be willing. Take a look...

http://www.thegnomonworkshop.com

By the way, does anyone know what's up with Pete Draper's site? It seems to be down...

http://www.xenomorphic.co.uk

JKeller1068
10-14-2005, 12:46 AM
Alright guys, here is my newest animated lava fountain. The file is 1.5MB Quicktime. Just scroll to bottom of page and click "Free" and that will take you to the download.

http://rapidshare.de/files/6238381/lava_animation_FINAL.mov.html

Amazing!!! :eek:

PsychoSilence
10-14-2005, 03:40 PM
By the way, does anyone know what's up with Pete Draper's site? It seems to be down...

http://www.xenomorphic.co.uk

had the same problem with his site since a few days ago...what a pitty :(

PiXeL_MoNKeY
10-14-2005, 04:37 PM
Allan, you may want to look into Gnomon for publishing your new DVD. They have only a couple of 3ds max titles, and I'm sure they would be willing. Take a look...
Or he could probably talk to CG Academy where he has already produced dvds. I am sure this would be a good addition as an Intermediate or Advanced DVD (or series of DVDs).

-Eric

PeteDraper
10-15-2005, 01:22 AM
the xenomorphic website has been down for a couple of days due to provider problems. Ie the bandwidth went nuts and the provider shut the site down. Apologies for the delay... "normal service" should be resumed shortly. In the meantime, please enjoy the music...

Pete

Daniel-B
10-15-2005, 01:27 AM
Oh, no problem, Pete. I've been there. :thumbsup:

PeteDraper
10-15-2005, 01:34 AM
actually, the main site is still there... if you go to gallery.htm or education.htm its all there... they've just removed the main index htm page. Should be back up in the next day or so.

p

feldy
10-15-2005, 03:26 PM
NOoooo dont do cgacedamey there good dvds i have the hole ab set but it cost way too much money to ship them here. america

Pete I bought your book last night. havent had time to really look at it yet but it looks awsome.

Daniel-B
10-16-2005, 09:35 AM
Alright guys, tonight was the moment of truth. As you guys know, I've been working on creating lava fountains like those in Episode III. So I stayed up most of the night creating this composite. This is MOVING VIDEO. This is just a still from it. The full video will be posted when complete. I left the sabers out so that the focus would be on the environment. So that no one blames me of stealing other peoples work, I just want to point out that only the actors are from a BTS video on Episode III. The lava fountains, the ash embers, and the catwalk are all CGI done by me. So without further ado, I give you Mustafar Environment Test 1...

Original Plate:

http://img.photobucket.com/albums/v58/PixelMagic/Mustafar_Env_Plate.jpg

Final Composite by me:

http://img.photobucket.com/albums/v58/PixelMagic/Mustafar_Env_Test.jpg

PeteDraper
10-16-2005, 05:44 PM
okay, this is weird... I posted a reply but the forum doesnt seem to have updated.

odd

anyway, feldy - hope you enjoy the book and post a message on the book's forum if you have trouble

pixelmagic - nice job! obi-wan might be a bit on the red side, but apart from that it's looking cool. looking forward to the final anim :)

p

Daniel-B
10-16-2005, 10:35 PM
Alright guys, I finally got the shot done. It's about 2 seconds, Quicktime, 600KB.

Here it is...

http://cryptite.f2o.org/Mustafar/Mustafar_Env_composite.mov

Props to Cryptite for hosting.

jussing
10-16-2005, 11:14 PM
Looks like a shot from the movie. :thumbsup:

Tracking-wise though, when I look at the lower right part of the thingy they're walking on, it looks like something in the shot is sliding (can't tell which plate, though)

Great work,
- Jonas

amckay
10-16-2005, 11:35 PM
PixelMagic, RE: Gnomon - Alex A contacted me the second I announced my first turbosquid DVD asking if I'd hold off releasing it and come over to gnomon and rerecord it there as a 8-10 dvd pack.. this was over a year and a half ago when they were first pondering whether it was worth doing max dvd's.. I popped in there and met Ryan Church and Eric Hanson and the rest of the gang there and had a chat about it all. But in the end it didn't really rub me the right way amongst other reasons.

The disc I'm about to release is pretty kick ass - but I have something planned for next year that will be better than any single fx dvd disc out there on the market right now. I'll basically be in terms of quality and training I think pushing the limits on any dvd out there to date - as much as that makes me sound cocky. I've been planning something for a while, but really need to make a lot of time to prepare it all, and right now with my new company being semi-launched things are too hectic right now. But my new dvd wil be out soon. The main things I look for when choosing a publisher are mainly the pricing of it. I get too many people coming to me saying how expensive the shipping is and other stuff, ultimately I'd like to have resellers in every country selling it - that way it won't cost as much for the receiver, which is my preference, I'm not trying to get rich making dvd's - you can't! One advantage of CG academy is all my dvd's are discreet certified - so I'm sure there's resellers out there or you could get discreet to order it for you :) But again I'll try and post some news about the dvd soon - it's kind of in the back of my head now it's finished, when really I'm just waiting for turbosquid...

DoubleSupercool
10-17-2005, 01:18 PM
Great stuff. I have just started watching the AB masters DVD's and am certainly learning a lot. I guess it is a fine balance in getting the DVD out there and the postage etc (eg, someone from the USA complains about CGA's shipping, but TS shipping is as much as the DVD if you are not in the USA).

It was also good to see that you started pronouncing "divergence" correctly. I was going to smash my speakers if you called it "divigerence" again ;)

Looking forward to the new DVD(s)

Steve Green
10-17-2005, 02:21 PM
There I was thinking it might be an Oz pronunciation like Americans and aloominum.

It takes an awful lot of effort from me to call ZBrush Zeebrush and not Zedbrush...

- Steve

amckay
10-18-2005, 12:16 AM
Yeah I already feel like enough of an idiot about the divergence thing ;)

Spoke with turbosquid - sending them the disc later this week, so finally getting the ball rolling.
And when I get some time I'll put together a small trailer or promo images for the disc, there's some neat stuff on there.

My render farm arrives today - bout bloody time!

Daniel-B
10-18-2005, 12:30 AM
Thanks for the replies on my shot guys.

Allan, could you be more specific about the kinds of stuff on this DVD? Like, telling us the tutorials by name. Such as, waterfall, lava, tornado, etc.

amckay
10-18-2005, 05:12 AM
I just wrote this up, really busy today - so there'll be spelling mistakes and the formatting's f'd but I figure I'll just throw this up and do a propper one soon. There's some other stuff I've missed but here's some of the main stuff.

I think some videos of the tuts would explain them better, for instance the bobbing splashing barrels one the description really doesn't do it justice...


Creating complex event driven explosions
Opposed to restricting explosions to just the pyro elements, here we go ahead and build up an event of a tank being destroyed, smoke pluming, debris
as well as the fire and other elements of the explosion. Giving this explosion over 20+ nodes within the event - the explosion becomes quite complex, yet easy to understand and control. We then are able to save it out using particle flow's presets feature to a file to easily bring in at a later date.

Advanced crowd simulations
Here we jump into some heavy scripting and build up not only a very powerful crowds system for controlling an army of tanks, but also the controls to easily make adjustments and drastic changes intuitively to the scene. We first of all build up a system of tanks that are able to understand and avoid one another whilst still having goals and direction as to where they need to move - and then we create an intuitive distribution system for generating landmines over the field, but still have an easy enough system to be able to control where they go and how they are placed through various controllers we set up.

After which we're able to script our tanks to avoid and navigate through the minefield. Once we've set up a smart enough system, we're able to bring in our previous big explosion and plug it directly into the pipeline to have it trigger large cinematic explosions if the tanks do manage to drive over a landmine. The main focus here is on crowds and setting up seperately complex particle systems and being able to plug them altogether, but more importantly being able to then control the systems with ease through a clean and easy to follow interface, that we can then pass off to other animators to use.

Fairly heavy on scripting

Cinematic Lava
Again this tutorial we go over how to build up realistic movement with our lava particles oozing down a landscape, and coming in contact with a rock, moving around the shape of it and continuing to pour down the surface. The main two focuses here are in creating realistic movement and a realistic surface for the laval to give it an oozing feel as well as secondly creating a complicated but photoreal shader of real hot lava as it moves down the surface. In addition we get into scripting interactive particle driven light and particle manipulating the uv coordinates of a surface.

Intermediate Scripting

Glacier cracking apart
This scenario plays out with a glacier cracking apart procedurally (the whole animation has two key frames) with bits of ice dropping into the water, creating rippling splashes of deformable water as well as foam and volumetric splashing particles. The main emphasys of this tutorial is on plugging particle flow into other areas of max to have it use edge detection and other features on top of a lot of heavy scripted emitters and such to get a completely procedural and amazing effect.

DNA Strand
A case study on creating a particle system that animates itself. On a tight deadline where the animators hadn't even built the scene or created the geometry they wanted, I was booked on two films and could only spare two days to help on this tv commercial for Toyota. I wrote a bunch of scripts to control the particles and animate themselves, and I handed the scene over to the studio to work on, the only rule was that they had to keep within my naming conventions and everything would work. Of course they built the scene and in real time as they worked the particles would adjust and pull in their models, shaders and animate as it was needed to look exactly how it was meant to in the end once the artists had done their part.

Point Fire
A quick example of how to build up realistic fire relying more on the comp, building the effect up in 3D with particles, but in a form ready to render in real time, avoiding long render times to get the fire done. Essentially a quick way to build realistic fire that won't take longer than it takes to hit the play button to render out.

Water Dynamics
A simulation of dropping particle driven barrels into the water and watching as they realistically splash on the water surface and create foam that oves over the water surface, and yet the barrels bob up and down and act realistically over the waters surface as they would in real life. Demonstrating eight, boyancy and inertia as everything automatically reacts to eachother. An excelent demonstration of setting up a procedural pipeline that once built thinks for itself.

DaForce
10-18-2005, 05:22 AM
damn it... you made me drool... :scream:

frogspasm
10-18-2005, 06:36 AM
Wow, freaking cool Allan!
Nice to hear about the more advanced stuff.
Can't wait.

~Mike D.

Neejoh
10-18-2005, 09:33 AM
Sounds pretty sweet :) Can't wait until TS ships it!!

But Allan, I hope you have some time to do the front of the DVD yourself :P The last "rough steel" sucked man :D

PeteDraper
10-18-2005, 12:49 PM
good stuff big al! Looking forward to it!

Just had confirmation from the web hosting people / thieving pikey barstools that the site is back live. 4 f-ing days. Yeah, like I'm renewing any other sites I've got with them next time...:banghead: :banghead: :banghead:
p

JKeller1068
10-18-2005, 01:40 PM
It sounds like Christmas comes early this year. :bounce:

jigu
10-18-2005, 05:03 PM
:eek: :eek: :eek: :bounce: :bounce: can;t wait for it allan!!


plz make itz shipping price low for me!!:cry:

i will cancel my maya book now..i will wait for da this one.:bounce:

PeteDraper
10-19-2005, 07:16 PM
Alright guys, I finally got the shot done. It's about 2 seconds, Quicktime, 600KB.

nice work! would be good to have a look at your final eruption system if you've got it to hand!

Cheers!

pete

Daniel-B
10-19-2005, 08:16 PM
Pete, if you remember, I sent you my eruption scene file via e-mail about a week and a half ago. All I did was change it's colors in After Effects to look more realistic.

feldy
10-19-2005, 08:36 PM
hey pete in your tornado scene the map from it keep looking for a mnode uvmap corridents or something. what is it

PeteDraper
10-19-2005, 11:12 PM
pixelmagic - yep I remember it... sorry, thought you'd tweaked it a big further :) looks cool

feldy - which tornado scene? the one from the dte book, or the one in the education section on the site?

p

feldy
10-20-2005, 12:02 AM
in the book

PeteDraper
10-20-2005, 12:11 AM
I'd say the best thing would be to email me a description of the problem, the step of the tutorial you're currently on, and a copy of your 3ds max scene so I can track back and see what problem you're having, what caused it and how we can fix it.

cheers!

pete

Daniel-B
10-20-2005, 02:39 AM
Oh, Pete, I also got your book for my birthday about two months ago. I haven't gotten to actually sit down and do any tutorials, though....ha ha.

tuomasj
10-20-2005, 02:42 PM
Hey all,

I wrote a small script for pflow when I found out that mesher loses all uv's. So my script creates instances on every particle in selected PF source. Good for creating lots of mushrooms on scene :)

You can find it on www.jomppanen.com (http://www.jomppanen.com) and go to maxscript page. Here is a Screenshot (http://www.jomppanen.com/scripts/pflow_screenshot1.gif). Have fun!

--tuomas

th3ta
10-20-2005, 10:07 PM
Is there a way to create a test so that if certain particles are affected by a space warp(wind), then it will go to another event?

Basically I want it to work just like the collision test does, but instead of testing for collisions with a deflector, it will test whether or not the particles are being effected by wind.

is this a scirpt solution?

thanks guys.

charleyc
10-20-2005, 10:37 PM
How are you using the wind? If you have the wind attenuated (through Decay), then you can use a deflector with the same size as the wind range. If your wind has no decay, then any particle that flows through that event is effected.

th3ta
10-21-2005, 02:16 AM
basically whats happening is i have a large plane with particles sitting on it. I animated a spherical wind space warp moving across the particles. I have a high decay value, so as the wind moves across the particles, only the particles close to it will move outward, all the other particles on the plane stay still.

what i want to do next is, after the particles move outward from the spherical wind, i want them to fall down, via gravity. So i was thinking, in particle view, if i can do a test to check which individual particles are being affected by the wind, then it can go to a different event, where i would have the gravity space warp.

I hope that makes sense.

ace4016
10-21-2005, 02:31 AM
Couldn't you just apply a gravity with the wind since once the particles are out of the effects of the wind they will fall becasue of gravity anyways?

charleyc
10-21-2005, 03:23 AM
Gravity is a force that effects everything within the event, not just what was effected by the wind. I would use a sphereical deflector set to the range of the wind. If you need to soften the effect of the collision test, use an age test to vary the timing of moving into the next event (where your gravity would be).

avolution
10-21-2005, 01:02 PM
Yes,it's called a speed test.
Apply a wind upstream, this will apply a speed to the pflow, which triggers
the speed test to yes. Send to next event


Is there a way to create a test so that if certain particles are affected by a space warp(wind), then it will go to another event?

Basically I want it to work just like the collision test does, but instead of testing for collisions with a deflector, it will test whether or not the particles are being effected by wind.

is this a scirpt solution?

thanks guys.

mahmoudcg
10-21-2005, 05:18 PM
hi all
i have a problem assigning a pyrocluster particle age effect to the color1 of the pyrocluster atmospheric to a pfsource particle system

i have a pfsource with an age test, particles die after age 50
i have a pyrocluster atmospheric effect , the pfsource is picked for this effect
now when i assign a pyrocluster particle age effect to the color1 so that particles change their color after some age , it doesn't work.particles keep their color untill they die

it works fine with spray and superspray
other pyrocluster effects like particle distance from emitter also work fine with pflow pfsource

does pflow require doing pyrocluster age effect with a special way?or is the age test in the pflow conflicting with that of pyrocluster?

regards

th3ta
10-21-2005, 07:05 PM
ahh yeah, the speed test worked. Thanks avolution

feldy
10-21-2005, 09:47 PM
damm i dident even think people used pryo with pflow usaly it works better with tp and ab for pflow.
allan any news with the dvd

mahmoudcg
10-21-2005, 11:35 PM
well pyrocluster is supposed to fully support particle flow
its documented in the manual
and on installing pyro... a pyrocluster operator is added to the pflow operators which is used to tell pflow that the pfsource is rendered using pyro

anyway...thanx

charleyc
10-22-2005, 12:36 AM
I tried Pyrocluster a while back and had no issues with PFlow. Does it show correctly in your viewport preview? Also, there are ways to reset the age of particles, can you post a screenshot of the Pview flow?

charleyc
10-22-2005, 12:37 AM
After re-reading your initial post, are you using the Age Test to specify the particles age? or do you have a Delete Op in there. I am pretty sure you need the Delete Op to give the particles the age that will be seen outside of PFlow.

mahmoudcg
10-22-2005, 02:23 PM
ok, here the pview
http://img.villagephotos.com/p/2005-10/1095975/pflowscrn.jpg

i'm making an engine flame
so i want the particles to turn blue before they die
i add a particle age effect to pyrocluster

however the distance from emitter effect workes
here it is
http://img.villagephotos.com/p/2005-10/1095975/pyro.jpg

and here is its result
http://img.villagephotos.com/p/2005-10/1095975/flm.jpg

now i want to make it with particle age effect of pyro

thnx

jussing
10-22-2005, 02:25 PM
(nevermind) :)

mahmoudcg
10-22-2005, 02:28 PM
sorry for bad links
now the images appear correctly

charleyc
10-22-2005, 03:59 PM
Try putting the Delete Op in Event 1 and set it to delete by particle age rather than using the Age Test. Age Test does not add the necessary data to the particles for age.

wscates
10-23-2005, 11:05 AM
Here's a video tutorial I made on how to do a candle flame (http://www.thecellardoorexperiment.com/will/Candle_Bat_Lg_Flame.wmv). It's about 32 min. long, I made a few slip ups in talking. got some words reversed and twisted up, so I appologize for that. Hopefully you'll be able to understand me and learn something from this tut. The codec you need to play it is VP6 from ON2 Tech. and can be obtained from here:

VP6 Codec (http://www.on2.com/downloads/vp6-decoder/)

And the tutorial can be downloaded from here, it's in a zip file.

Candle Flame Vid Tutorial (www.thecellardoorexperiment.com/will/Candle_Flame_tut.zip)


Enjoy
Will

mahmoudcg
10-23-2005, 09:35 PM
hi guys

charleyc, thanks a lot, it now works when i use a delete by age op :),
but can you explain whats the difference between this and what i had previously(age test)as in the pic, i mean why didn't it work with the other way? (how does pflow interpret each)

wscates, thanx a lot for your help :)

feldy
10-23-2005, 11:43 PM
i think it will work the way u had it with the age test try putting the pryocluster node at the top with the render op

charleyc
10-24-2005, 12:42 AM
i think it will work the way u had it with the age test try putting the pryocluster node at the top with the render op

I don't think that will help. The problem is that there is some particle information in PFlow that simply does not exist until the Delete Op is added. Particles have an Age property that starts when they are born and counts on until they die. And they have a Lifespan property that foreknows how long the particle is to live , I believe this is what is added with a Delete Op, but I may have these backwards. Things in max such as the Particle Age map use Lifespan (thus how it knows if the particle is at 10% of its life or 20%...). I have no doubt that Pyrocluster, Afterburn, and such use this as well. The legacy particle systems had this lifespan built in by default, PFlow does not (for various reasons I am sure).

mathmaxer
10-24-2005, 12:55 AM
hi ; this website is a big treasure

http://www.allanmckay.com/:eek: :eek: :eek:

but now it is not working anybody can help please?

SoLiTuDe
10-24-2005, 03:56 AM
yeah... wait till november -- happens every month

jigu
10-24-2005, 05:05 AM
Math maxer :: if u wanted to download tutorial from allan's site.maybe u can download it from charleyc's site.coz as i know some tutorials r hosted on charleyc's site.

charleyc
10-24-2005, 05:35 AM
Allan should have a list of the tuts hosted on my site with the links. I don't know if he would care or not if I posted them here, so I will let him do so. If you do have a specific one in mind, please pm me and I will send the link.

mickatt
10-24-2005, 09:29 AM
Hi everyone

I NEED YOUR HELP !!!


Actually I work with pflow for a french ad.

I have a scene with small potatoes which jump around one limps and when this limps arrives the small potatoes leave while hopping more quickly. I made 2 animations of groups of potatoes, one group which jumps gently and the other group which jumps quickly. But when I pass from one animation to the other my potatoes are replaced by the wrong potatoes.

I hope you understand me.

the group object of potatoes is the same it's just the animation speed that is different

I have attached a screen cap of my pflow and a preview video.

thanks a lot for your help

http://mickael.attia.free.fr/web/potatoes_pflow.jpg

http://mickael.attia.free.fr/web/potatoes_test.avi


ps: very sorry for my poor english.

loran
10-24-2005, 09:37 AM
je comprends pas ton probleme, ca marche bien la! d'ailleurs comment tu fais pour qu'au changement d'event les models correspondent?

mickatt
10-24-2005, 10:08 AM
oh un francais ;):thumbsup:


merci deja de me repondre loran:)

en faite si tu revois l'anim tu vas voir que certain modele sont substitué aleatoirement

j'ai fait 2 groupes d'objet bien identique mais j'ai acceleré l'anim du 2em groupe à la collision.
Du coup quand il switch, parfois il garde le meme objet parfois il le change:sad:

le probleme c'est qu'il n'y a pas dans pflow de solution (a part en script je pense mais j'y connais rien) pour substituer le meme objet dans un group

Autrement j'ai fait un pflow pour chaque objet mais j'ai des objets qui se rentre dedans, et j'ai du mal a saisir le fonctionnement du keep appart entre plusieur pflow.

DaForce
10-24-2005, 10:22 AM
Guys... come one... keep it english.

mickatt
10-24-2005, 10:41 AM
sorry here is the translation



Thank you to answer me loran
If you re-examine the animation you will see that certain model are substituted by chance.
I made 2 groups of quite identical object but I speed up the animation of one group when they collide.
Sometimes it keeps the same object sometimes it changes.
There is nothing solution in pflow to switch exactly the same object on a group(maybe in scripting but I don't understand)
However I made a pflow for each object but they collide each other, and I don't know why there's nothing with the keep apart operator.

thanks alot everyone

ps:sorry for my english

GumTree
10-24-2005, 10:58 AM
Bonjour Mickatt,

I hope I have understood your problem correctly.

A script operator in the second event may indeed solve it. It could look like what I have quoted below (NOT TESTED,VERIFIED so guaranteed to NOT WORK...)

The script modifies the particle age to synchronize the animation state of the particle entering the second event (after collision.)

It assumes your second animation is exactly twice the speed of the one in the first event. If it is not you would have to correct the conversion factor.

It also assumes that you use "Sync by Particle Age" in your "Shape Instance" operator.

Hope this gets you going, good luck,

Rogier

D'ailleurs, n'hesite pas de poser des questions en Francais (pour etre sure d'etre compris par les francais) aussi bien que en Anglais (pour satisfaire toutes les autres.)
Je comprends les deux.



on ChannelsUsed pCont do

(

pCont.useAge = true

pCont.useInteger = true

)

on Init pCont do

(



)

on Proceed pCont do

(

count = pCont.NumParticles()

for i in 1 to count do

(

pCont.particleID = i



-- Check if this particle enters this event for the first time

if (pCont.particleInteger != 123) then

(

-- Get age coming into this event

oldAge = pCont.particleAge



-- Correct the age to synchronize animation

-- This assumes the new animation goes at 2x the speed

-- of the animation in the previous event

newAge = oldAge/2

pCont.particleAge = newAge



-- Flag to indicate particle has been taken care of

-- (not sure what particleInteger is initialized to)

pCont.particleInteger = 123

)

)

)

loran
10-24-2005, 10:59 AM
ok I got it. When switch from an event to another, you want to keep the match models. I assume you animated 2 GROUPS of individual models. So I think the way to do that is by script to track the model ID. Anyway I m not scripter so guys, anyone to help the frenchy patatte man? :))

je parle en francais quand je veux! non mais oohh!

loran
10-24-2005, 12:12 PM
I started to dig in. If you use full groups, it works fine. But the result is similar groups moving around... You can else try to move scene objects by partilces like in the following well known tutorial
http://www.scriptspot.com/bobo/mxs5/pflow/pflow__MovingObjects.htm


traduction Fraaaaaaaaaaançaise:
j'ai commencé a regarder tes pattates. Si tu ne separe pas les elements d'un groupe ca marche tres bien. mais ca va faire plains de groupes identiques ...Sinon il faut essayer d'attacher des objets de la scene aux particules en suivant cet exemple http://www.scriptspot.com/bobo/mxs5/pflow/pflow__MovingObjects.htm

mickatt
10-24-2005, 01:22 PM
en francais et seulement en francais !!

merci loran

j'ai un peu regardé et du coup jsuis repartis sur une methode du type plusieur PFLOW pour chaque patate avec un keep apart en instance (du coup je cache les patates qui se marchent dessus)

voili voulou

merci beaucoup en tout cas :thumbsup:

mathmaxer
10-25-2005, 12:18 AM
Math maxer :: if u wanted to download tutorial from allan's site.maybe u can download it from charleyc's site.coz as i know some tutorials r hosted on charleyc's site.

Thank you for reply

loran
10-25-2005, 10:00 AM
ok Mickatt, don t forget to show us your final render!

mahmoudcg
10-25-2005, 01:05 PM
hi guys
i'm making an engine flame
so i have a pflow emmiter and i link it to the flying engine body
my problem is that the engine flies fast enought that the emmiter follows the engine body leaving a long flame of particles behind it, even if i delete particles above age 1

i want to control the lenght of the flame but i can't
help please

Werewolf006
10-25-2005, 01:41 PM
Hi Mahmoud

Ezzayyak? Kouwayyes?
(If they speek frenck, we speak Arabic, right?) j/k

Anyway There is a setting for Prticles to inherit emmitter speed look it up and try it.

mickatt
10-25-2005, 01:42 PM
ok just une image fixe pour le moment

http://mickael.attia.free.fr/web/patate3_.jpg

mahmoudcg
10-25-2005, 04:30 PM
hi Walid
yes, ana kwayes al7amd lellah :) shokran ya 7abeebee :)

actually i tried the inherit emmiter speed but it didn't change anything
i also tried a speed by icon so i can control the flow of particles but the problem is that i can't find a way to tell pflow to move the particles with the emmitter
it just emmits particles and leave them while the emmitter moves very fast creating a long stream of particles behind

i'll try using a spray system tonight
i also had a crazy idea which is to give particles a speed in the same direction of the emmitter's motion, that way particles would move with the emitter ,and if i made the particle's speed slightly less than that of the emitter, a trail should be generated. sounds strange :) but i'll give it a try

mickatt, real looking potatoes :) , i guess it just needs little more bump

mathmaxer
10-25-2005, 05:26 PM
Hi , Now how can I turn particles to spline vetices and keep the spline animated ???

depleteD
10-25-2005, 11:31 PM
mahmoud
try setting the sampling of particles to 1/8th of a frame
turn the rate up real high
and kill them with a delete by age

mahmoudcg
10-26-2005, 10:13 AM
hi Andrew
thnx for the reply
actually i don't get what you mean, i'm not good in particles
would you clarify please

mahmoudcg
10-27-2005, 12:12 AM
i gave up :sad:

can't do that engine flame with pflow, no more time for trying
i used volume lights instead, and its looking good

i'll give pflow a try some other time

depleteD
10-27-2005, 02:49 AM
sry mang
My comp has been rendering for the last 21 hours. :( only for one pic too!
images/icons/icon9.gif

Well im glad u got a solution.
I was refering to options u access on the pflow icon
-Andrew

Cryptite
10-27-2005, 04:37 PM
Haha, maintenant, nous parlons en francais? Bon chose que j'ai pris francais dans l'ecole secondaire... phew. Mais j'ai un question maintenant. Je m'excuse.

I am creating a meteor strke for a fanfilm and I would like the meteors to modify the plane they hit to create a crater, basically. I'm sure this has been covered somewhere but I don't remember where, nor could I find it... Anybody remember / know how? Thanks.

Daniel-B
10-28-2005, 01:10 AM
I too am working on this sequence with Cryptite. But, because of all the trees, will a crater actually be visible?

Cryptite
10-28-2005, 05:28 AM
I contemplated it, and still am, but I'd like to know how to perform the effect for future purposes as well.

tuomasj
10-28-2005, 06:07 AM
I am creating a meteor strke for a fanfilm and I would like the meteors to modify the plane they hit to create a crater, basically. I'm sure this has been covered somewhere but I don't remember where, nor could I find it... Anybody remember / know how? Thanks.

When your meteor collides with plane (deflector), use mesher to create geometry on your collision position, put volume select on your plane (use mesher geometry to select faces/vertices) and put push-modifier on top of it.

Psotek
10-30-2005, 02:26 AM
Ok, almost 200 pages in this thread.... :O

I was just wondering if its possible to create a "lava flowing down a mountain" scenario with particle flow. Im going to be animating a scene for a short film where there is lava coming over the top of a volcano and slowly rolling down the side of it. Just wondering if particle flow would be the way to go, or if there is better solutions. Thanks in advance.

Daniel-B
10-30-2005, 02:57 AM
Bartosz, Allan is about to release a DVD training video that shows how to create lava flowing down a hillside with Particle Flow. Maybe he will shed some light on this.

Psotek
10-30-2005, 07:36 AM
That sounds like something I should watch. :) Thanks.

amckay
10-31-2005, 09:59 AM
Yep, dvd's out of my hands. I sent it off to turbosquid last week. So hopefully it'll be out soon. Figure the title will be something really original like advanced visual effects vol. 2. unless someone can think of a better name ;)

Sorry - been a bit quiet as of late. Got some cool new tech I've developed, although my site is down until the beginning of the month (I assume) when bandwidth is back up again. Gotta contact charleyc and the rest to get my l/p's again to put up new tuts.. formatted all my machines two weeks ago when I set up my office.

Going to be doing several classes at AEAF in Sydney this year btw. Both maya and max masterclasses for any aussies interested.

Going to put up some more vid tuts and scripts etc. soon. been developing some new tools, one being a very simple steam breath script - where you track the face node and the script does the rest, you have control over speed and amount, and a look at controller. You can plug in the speech/audio from the actor and it automatically calcs the right speed and amount for the dialog. Also doing a one click blade ashing tool for a cinematic I'm working on, but should be quite cool to check out ;)

plat4m6
10-31-2005, 10:11 AM
pwoa amazing stuff Alan! lookn4ward to seeing this stuff :D
great news about the dvd too!
btw how about making a dvd out of the classes u gonna be running in sydey, i cant come coz im stuck in vic!

feldy
11-01-2005, 11:23 PM
cool stuff there. now that autodesk owns maya at least they could steal the maya fluids and plug them into max. that would be sweet.

amckay
11-02-2005, 07:35 AM
maya fluids will be dubbed the slowest fluids on the planet pretty soon so they're pointless being ported. They have some neat features due to how open ended they are, I haven't seen any max fluids as modifiable as maya's... but they're just too slow and clunky.

www.allanmckay.com/tmp/swirl.mov -- it's a bit dulled down in colour, need to fix, that, just messing about really. Lots and lots of particles.

trig2
11-02-2005, 07:38 AM
The master at work! That's awesome! Wish I could "play around" like that.

Edit: Can you give us a clue? :D

Steve Green
11-02-2005, 07:58 AM
Hi Allan,

When you say slow, are you comparing Maya fluids to Aura, or Flood or something else you can't talk about?

(I've never used Maya fluids, so I don't know slow they are)

Cheers

Steve

DeKo-LT
11-02-2005, 01:35 PM
I don't know how it's for you Allan,
but for me, Maya fluids are much faster and MUCH better than Aura(of course if you have enough experience) ;)

KidderD
11-02-2005, 05:44 PM
I don't know how it's for you Allan,
but for me, Maya fluids are much faster and MUCH better than Aura(of course if you have enough experience) ;)

So, you've used both, to what extent? I am trying to comprise a comparison of the two different systems, Aura, and Maya FE. All I've been able to glean is that the Aura doesn't require a container, which sounds cool, and for that reason, they can work better for moving fluids, ie. torches. I am familiar with Maya's fluids, so any information I can get about Aura would help. I've posted in the Aura forum, and not heard back in ~ 3 days now. I am new to browsing the max forums, though, the Aura product does have appeal, so maybe to get an answer to questions, I need to type --urgent need answer -- in front of them or something.

depleteD
11-03-2005, 03:42 AM
man i dunno, i used mayas fluids in 7 a bunch of times and they scream on my machine.

aura was too slow fo me and i wanted to hurt it.

so this is my question. how can i solve my problem

if a particle A collides exits to the next event all particles from the previous even enters that event or another.

Sort of a chain reaction.

my practical example is a particle that is spawning a trail dies upon entering an event. Then I want the particles of that trail to go to an event with a material dynamic that fades them out. Word.

Im thinking some group stuff.

Thx for your time hommies.
-Andrew

DaForce
11-03-2005, 04:25 AM
amckay:
Hey Mate :-)
Just having a look thru your particle dispersion video tut, and was able to replicate it quite well ... THanks :-)
Question i have is, if i want to have a wooden box start getting blown away into dust. How would i do it so i could still have the actual box there while its being blown away, but as the certain parts of the box get blown away the mesh of the box disappears.
Cause by the looks of the tut you can only have either the mesh there or the full particle representation of the mesh. But that particles arnt going to look like the proper mesh when they are still. SO for example if half way thru the animation ...roughtly half of the box would be gone, but the other half of the mesh would still be there all textured properly etc (i dont think you can do that with the particle representation of the box) and the other half of the box that has been "disolved into dust" would obvioulsy need to be no longer visibile.

Im not sure if im making any sense? hahah let me know if it seems like gibberish and i will try to explain more clearly.

I guess if the disolving was done evenly enough you could get away with an animated slice or something but i was wondering if there was a more detailed way.. Thanks for any info you can provide :thumbsup:

p.s. Didnt have audio while watching your tut so I may have missed something vital about what im asking.

depleteD
11-03-2005, 05:03 AM
why not have seperate parts of the boxes? 1 to stay the other disperses.

ace4016
11-03-2005, 05:05 AM
Couldn't you just comp a mask that hides the box and reveals the particles as it moves down?

depleteD
11-03-2005, 05:13 AM
ahhhg someone help me i think i need a script test and i dont know how the hell they work.

amckay
11-03-2005, 05:15 AM
Aura is the one plugin I haven't 'that' much experience with. I've more looked over peoples shoulders when I'm at blur and other studios who have been testing it out. And the results look great, just a bit slow. I was talking with someone from ubisoft today who's creating a lot of effects for cinematics for farcry and prince of persia, and she was saying the same thing, that they're using aura and maya fluids and both are just taking forever to sim. Another major dilemma one of my clients was reporting with their experiences with maya fluids is you sim on a low level voxel grid and get the look you want, and then you up the quality of the voxels to a higher density grid and get completely different results. Personally I really like maya fluids, I find they're not the fastest, 2D obviously is fast, and low voxel grid stuff is, but for doing detailed dense explosions and raymarcher smoke it's honestly a little slow on the sim and render side.

Aura uses adaptive grid tech which is great and fast, a lot of fluids apps should really be doing this, means your containers can be bigger without killing your machine (or have invisible containers). Some of the other ones I've been testing are kind of the same. There's on in particular which I've put my money on that does all of this adaptive, octree based raymarching, navia-stokes fluids - it's lightning fast compared to the rest in every way. Although the others are all great, I'm not ragging on them, maya in particular I stand very strongly behind - although again for doing more complex simulations it can get a bit chunky, but it's more the shader that really shits me to tears with it's speed.


depleted - ouch, that ones tricky. how do you want to fade them out specifically? like when the master particle dies they all fade away sequentially? That one I'm not sure if you can do... I would maybe do this... the bit of talking to the emitter particle you're after I think oleg would need to answer, I HATE trying to get particles to talk inbetween events and oleg I don't think recommends it. But maybe you could run it once and have an "if undefined" on it so it can store the info in an array of when that particle dies etc. and have that particle's death be read by a script operator in the spawned particles event...
But.. for the actual spawned particle trails, perhaps once you set up that trigger have those particles once the master particle ides, run a once off distance test in a loop on all of it's spawned particles (assuming it's a linear trail) assigning a different age to each of the particles sequentially the further they're away. This way you could use a particle age material that kicks in and allows them to fade away. This'd require a lot of scripting though, if you have an actual scene or rendered image to explain what exactly you're doing, there's probably a 3 click explanation that doesn't need me to prove how much of a geek I am :)

daforce: Yeah get what you're saying. perhaps I'll try and make a quick tut on the subject. Basically what you'd want is to set up a blend mask between the objects material and a matte object, and have it use a mask to eat away at the object whichever way you wanted. Then plug that mask into a particle emitter so it emits from the areas that are eaten away. Kind of like we did for blade.

Hope that helps.

DaForce
11-03-2005, 05:33 AM
depleteD:
Cause i need the whole box to dissolve, not just part of it.

ace4016:
yeah that could work. Not sure who well it would work from a perspective point of view tho. Like you might see thru the box.

amckay:
Man, that would be awesome if you could do that :thumbsup:
I get what you mean.. and i might have a go at it while i wait for this tut ;)
So yeah that would basically mean that the box would turn to dust progressively but the origiinal textures box mesh would still be shown until it got disolved and blown away.
Thanks again

depleteD
11-03-2005, 05:38 AM
Hey Allan,
Thanks for the options, unfortunatley i havent gotten around to learning maxscript.
But that will change once i buy your new dvd. Moowah-ha. yes. moving on.

So I will post this scene here. The trick is to get an entire event of particles to go onto another event. When a particle in another event passes a collision test.

http://people.uleth.ca/~andrew.melnychukosee/pflowwtf.zip (http://people.uleth.ca/%7Eandrew.melnychukosee/pflowwtf.zip)

this is a real brain buster. I can do it with aboslute age tests but then this effect doesnt become procedural.

Can i combine group selections across events?

Thanks fo yo time.
ANdrew

avolution
11-04-2005, 07:04 PM
.....
Can i combine group selections across events?

Thanks fo yo time.
ANdrew

Yep, use Group Select, Proxy Input

depleteD
11-05-2005, 08:05 AM
yo avo, it doesnt work for me. Like I try combineing selections from 2 tottaly different events from pflow and they dont combine properly. Maybe Im doing something wrong

Another problem i have stumble upon is playing with shape mark and material dynamic. I have an animated gradient ramp for the material dynamic and the animation wont offset for event duration. what values am i missing?

http://people.uleth.ca/~andrew.melnychukosee/markdynamicAnimation.zip (http://people.uleth.ca/%7Eandrew.melnychukosee/markdynamicAnimation.zip)

thanks
Andrew

Laserschwert
11-05-2005, 09:45 AM
A little off of the current topic, I've created an animated photo-album for a friend's parents' silver-wedding, which was shown at their party via beamer and a big screen. For the intro I've utilized Allan's "dispersion"-tutorial... you can see the beginning of the animation here:

http://s51.yousendit.com/d.aspx?id=3TO8LUGV2YS520B6R8T2HMWU9R (around 15MB XviD)

I won't show the full animation, since it contains many personal photos (and it's not my family), plus the animation is in total around 7.5 minutes long. So that would be too big of a download anyway. Some info:

The original animation was created at PAL-anamorphic resolution (720x576 in 16:9) using just scanline renderer (I actually wanted to use Vray and some nice GI, but since the whole planning, concepts, previews and final-rendering / compositing had to be realized in two weeks, I had to fall back to scanline).

DaForce
11-05-2005, 10:39 AM
Laserschwert (http://forums.cgsociety.org/member.php?u=80519):
Hey, nice vid.
Im trying to do something similar at the moment, except its a box being blow away as dust.
How did you manage it so that you had you logo still there instead of its particle representation like in the dispertion tut?
Was it via an animated mask of some sort?
Info would be much appreciated :-)
Maybe even a scene .. hehehe

Thanks mate vbmenu_register("postmenu_2797126", true);

Laserschwert
11-05-2005, 11:05 AM
Well, it's quite simple for this kind of 2D-effect:

I've created the logo (extruded shape), and put a matte/shadow-plane behind it. This plane had some segments (like 50x50), and a slowly animated noise modifier on it (so that it's like a slowly animated height-field). Then I animated the plane to move from behind the logo, to the front of it. Because of the noise modifier, the "high"-points of the plane poke through the logo first, causing the logo to slowly disappear because of these growing "holes". Then simply set up PF to create particles across the entire surface of the logo, staying in place (velocity=0) and being invisible at first. Now I've added a collision modifier, causing a particle to become visible AND react to a few wind-forces, as soon as the matte-shadow plane hits it. Easy enough, I guess.

galagast
11-05-2005, 11:23 AM
Laserschwert, cool! (I initially thought you went with animated maps for the approach.) :thumbsup:

DaForce, here's another method (which I think allan was also refering to), It uses an animated gradient ramp as an Emission Map, Object Texture and Object Mask. You could disassemble the max file below if you want.

[/url]http://www.geocities.com/jeffdavidlim/files/pflow/disintigrate.jpg
[url=http://www.geocities.com/jeffdavidlim/files/pflow/disintigrate.mov]MOV FILE - 1289 KB (http://www.geocities.com/jeffdavidlim/files/pflow/disintigrate.mov) (Right Click - Save Target As...)

FILE: MAX6 - disintigrate.zip - 21 KB (http://www.geocities.com/jeffdavidlim/files/pflow/disintigrate.zip)


(my apologies for the links, geocities has this bandwidth limit, if the links doesnt work, you might have to wait for an hour for it to work again)

DaForce
11-05-2005, 11:58 PM
Laserschwert:
Ahhh cool idea, might use that for something similar which i may need to do :-)
THanks mate.

galagast:
Cooool :-)
I kinda managed to mock something up last night similar to how you and Allan described it. Just gotta play with the animated mask now.
Thanks for the scene file will pull it apart now :-)

Thanks again guys!!

jigu
11-07-2005, 05:31 AM
thanks galgast for that file.never thought to use gradient map to fake distinguish effect.

well i tried it.
here is the result but the only problem seems to me with motion blur.it looks something wrong there.i don;t know.but some particles get blurred whereas some not.

well it happened with Afterburn too.
i m using max 8 and default scanline renderer.

would like to know what is wrong with motionblur?
http://img470.imageshack.us/img470/421/wrongmotionblur5bv.jpg (http://imageshack.us)

DaForce
11-07-2005, 05:49 AM
the_jigu:
That looks pretty cool.

I too noticed the odd motion blurring that was going on.

Im not too fussed tho, as I will either be using vrays render or I will do it in post in combustion.

phiryu
11-07-2005, 09:49 AM
done after a tutorials scene at orbaz.com:

http://www.core2core.de/spielwiese/growing-preview.avi

http://www.core2core.de/spielwiese/growing-preview2.avi (http://www.core2core.de/spielwiese/growing-preview.avi)

i could imagine doing some exploding veins or something organic with this...

phiryu
11-07-2005, 09:50 AM
http://www.core2core.de/spielwiese/growing-preview.avi

http://www.core2core.de/spielwiese/growing-preview2.avi (http://www.core2core.de/spielwiese/growing-preview.avi)

trig2
11-07-2005, 04:55 PM
Your second link is linked the same as the first, had to copy paste... that is pretty cool though I love the growing vines, definatly need to do that tutorial.

ArtiZta
11-08-2005, 03:52 AM
done after a tutorials scene at orbaz.com:

http://www.core2core.de/spielwiese/growing-preview.avi

http://www.core2core.de/spielwiese/growing-preview2.avi (http://www.core2core.de/spielwiese/growing-preview.avi)

i could imagine doing some exploding veins or something organic with this...


Woow... just passing by, haven't been in for a while.
btw, phiryu, which tutorial is that??... really have to try that out.

cheers

DeKo-LT
11-08-2005, 09:04 AM
done after a tutorials scene at orbaz.com:

http://www.core2core.de/spielwiese/growing-preview.avi

http://www.core2core.de/spielwiese/growing-preview2.avi (http://www.core2core.de/spielwiese/growing-preview.avi)

i could imagine doing some exploding veins or something organic with this...

Glad to see, that my tutorial will helpfull :cool: .
ArtiZta, you can download it from here - http://www.cgtalk.lt/tutorial/video/Pflow_GrowPlant.avi
and scene - http://www.cgtalk.lt/tutorial/video/Pflow_GrowPlant_scenes.zip

Also you will need TechSmith Codec - http://download2.techsmith.com/tscc/TSCC.exe

Cheers! :beer:

PsychoSilence
11-08-2005, 09:17 AM
thank you DeKoVV for posting the link to the tutorial!

i thought of posting it as well but was too lazy to search for it :D

attention: was my fault that i posted under the synonym "phiryu (member.php?u=169765)"...annother member of our studio was still logged in :(

galagast
11-08-2005, 10:29 AM
cool particle growth going on there! almost looks like the Bloob Moon sample that Oleg did with box3.

here is the result but the only problem seems to me with motion bluryep, the culprit is the "Image Motion Blur", it disregards overlapping objects when blurring occurs after rendering... you could try setting it to "Object Motion Blur", but it can be considerably slow...

ArtiZta
11-09-2005, 03:13 AM
Thanks DeKoVV for all the links, downloading it right now :)

jigu
11-09-2005, 03:44 AM
thanks galagast for info.:)

DeKo-LT
11-09-2005, 09:15 AM
You are welcome guys :thumbsup: .
As soon as possible i will finish my web site with a lot of free Particle Flow examples and tutorials, including fire, tornado, clouds, blizzard, explosions, liquids and many other interesting effects :) .

http://deko.cgtalk.lt/DeKo_Pflow2005_s_.jpg
I will be post links very soon :beer:.

DaForce
11-09-2005, 09:54 AM
DeKoVV:
Mate that would be awesome, just the things I need for a project im working on due by the end of the year ;-) vbmenu_register("postmenu_2808298", true);

Strob
11-09-2005, 09:21 PM
Aura is the one plugin I haven't 'that' much experience with. I've more looked over peoples shoulders when I'm at blur and other studios who have been testing it out. And the results look great, just a bit slow. I was talking with someone from ubisoft today who's creating a lot of effects for cinematics for farcry and prince of persia, and she was saying the same thing, that they're using aura and maya fluids and both are just taking forever to sim.

Hi everybody, I have to add something to what Mr. McKay said a few post ago... I'm the one working at Ubisoft and first... I'm a guy! :D

In fact I tried to create a fast moving fire torch with Maya fluid but I could NOT get the fluid to follow the fast motion. It was like if the fire was extinguishing when the torch accelerated. So I switched to Aura and Aura was great to do fast moving fire. Aura can easily be slower than Maya fluid and also more difficult to control... but it's still beta and the result for fire were better than what I could get from Maya fluid.

I would like to get Maya fluid in Max. So we could mix them with particle flow and afterburn!!! The afterburn look and speed combined with the fluid motion would be mind blowing!!!

amckay
11-10-2005, 12:51 AM
hahaha hey dude, sorry man - I realized you were a guy after I checked your site etc. after you emailed me. haha sorry man, my bad ;) I've actually had a few girls from unisoft in asia email me so maybe I was in denial that they hired men at that place! kidding. Anyway sorry about that one mate!

It's pretty crazy, in the last week I've been in so many discussions and meetings with studios about max/maya and fluids/particles. It definitely seems to be the big topic right now. I'm going to be doing some work on a big xbox 360 game title in the coming weeks, and it seems they're a maya studio porting their stuff over from maya to max to take advantage of afterburns shader - and I can see the time saver there, although there's always the debate about dumb particles lacking a lot of the practical information that you get from fluids. Funilly enough I've just been comissioned by 3d world magazine to write two feature articles on maya fluids, which is scary to try and cram all the info you'd need into a few pages :)

Strob - I'm a bit backtracked with email, trying to catch up today. Had a major deadline this week for a film I'm finishing up. When I do reply I'll email you some examples of fluids I've been building in max recently, I've been doing a bit of pre concept work for another game cinematic I'll be working on in jan which has crazy amounts of fluids in it (actually thinking of writing some custom tools to help speed this process up).

Was hoping to do some more highend video tuts before xmas, although I've just been looking at my schedule and wondering where I have time to sleep before then. btw I'll be doing about 5 seperate masterclasses at AEAF in sydney this year for whoevers going. Plus I'll be living out of the autodesk booth (you'll see my shiny ankle bracelet concealed under the table).

lastly - has anyone got much experience with various vfx tracking/project management software? Anyone care to share their experiences? I'm looking to build a fairly hefty intranet to organize projects/schedules etc. Frantic uses an internal app they wrote, and at DD we used sharepoint, which seemed to have it's good and bad points..

PsychoSilence
11-10-2005, 10:10 AM
hey DeKoVV! definetly looking foreward to your site´s launch ;)

i should do more tutorial stuff too...but it seams like wa all have problems with time management :D

jigu
11-10-2005, 11:55 AM
hey DeKoVV! definetly looking foreward to your site´s launch ;)


i m too...:)

depleteD
11-10-2005, 11:40 PM
guys, how does material dynamic work so i can have an animated texture offset buy event duration and not absolute time.


http://people.uleth.ca/~andrew.melnychukosee/markdynamicAnimation.zip

yo mckay, alienbrain kicks ass. like harddcore.

charleyc
11-11-2005, 01:34 AM
guys, how does material dynamic work so i can have an animated texture offset buy event duration and not absolute time...

The magic checkbox is in the Bitmap settings, Time rollout of the Material. It is called Sync Frames to Particle Age

Bercon
11-11-2005, 11:12 AM
Hi, I've got a small problem with particle orientation which I posted to Maxscript forums:

http://forums.cgsociety.org/showthread.php?t=293182

I wrote a script which creates particle to each vertex (pflow), but how could I make their rotation to respect vertex normals?

I thought I could use particleOrientation here but it prolly just changes local coordinates of particles. So I should use paritcleTM but I dont know how to extract that information from vertex. So how could I do something like pCont.particleTM = vertex.transform?

chx
11-12-2005, 05:47 PM
Hello,

i've been looking a big part of the day trying to find help to make interparticle collisions, all I saw was to wait for PF tools : box 2 but it ain't out yet. It seems possible with scripts etc but hey, I suck at those things. My project seems simple, a scene with little spheres moving faster and faster and colliding on each other, nothing less, nothing more. I'm playing with the keep apart thing but it seems to do the opposite :(. I'm a little lost, and i try to find a simple solution when I still have time, before being at the office with my boss looking at me "how come you can't do that in 10min, you're eating the day budget..."... yeah such bosses exist...

Could someone help me by aiming me in one simple and effective direction, I searched the thread and such things seemed apparently totally impossible.


Thanks for any clue and help.

Regards

plat4m6
11-12-2005, 05:56 PM
hi chris
i dont think i understood exactly what ur scene is like, but if its a matter of trying to get couple sphere's colliding, perhaps u could think of using reactor? and then for instance if u wanna hav fire resulting from the collisions, u could use a 'UDeflector' for the particles and make them spawn particles on collision.

if u giv the particles enough momentum i think u can get teh effect goin pretty well in reactor, just so they don't fall down due 2gravity or nethin like that

if its only two sphere's, i'd animate them manually, giv them bezier anim curves so u can get the acceleration feel, and perhaps apply reactor magic at the instant they are about to nock eachother.

but it'd b cool if u could giv a few more hints as to what the scene is like, in terms of how many sphere's there are, and if they're orientation is random etc..

yoni-cohen
11-12-2005, 07:36 PM
hey allan,
if you ever get to Israel, I`ll let you have a go over our internal project management software its realy sweet ;) my R&D guys made a hell of a job in very tight schedule
its all written inside max and have some web based interfaces as well.
currently its mostly for our character animation pipeline but we are working on adding the effects pipeline to it as well.
if you ever get to the middle east then we`d have you visit us as well :)
I know brandon has many memories from this side of the world or a bit further east...
I`ll try and get images of the new project manager next month after they get the rope off my neck.

Bercon
11-12-2005, 08:28 PM
Okey, I got my script working.

Basicly I used script from here http://forums.cgsociety.org/showthread.php?t=263981 to get vertex normal from epoly and then used matrixFromNormal <point3> to turn it into transform matrix which I set to pCont.particleTM and after that set the position right.

charleyc
11-12-2005, 08:29 PM
I've been looking a big part of the day trying to find help to make interparticle collisions, all I saw was to wait for PF tools : box 2 but it ain't out yet....

You were on the right track with Keep Apart. For spheres it works very well unless you are trying to fill a volume, then it doesn't work so well. Set the Keep Apart op to use Particle Size, set the core to 100% and a falloff of 0-10 (or very small) A slight falloff will help reduce the jittering you can sometimes get with the Keep Apart. Finally, set your Max Accelleration or Max speed relative to the speed your particles will be using. Too high and they may fly off all over the place, too low and they may not properly keep apart.

chx
11-13-2005, 12:12 AM
Thanks for the answers charleyc and plat4m6, I'll try harder tomorrow with your advices in mind. Basically the scene is a huge amount of little spheres that are gonna start moving faster an faster and collide on each other, just bouncing on each other, no spawning when they touch each other, guess i use the good word, been using PF for about 1 day now :D well i'm more into arch viz and poof i have to make that.

To get back to the scene, there will be a ton of spheres, it's kinda something mad, it will be big chaos. I think i have to rethink the scene allover again.

The way may be to have a sort of cloud, i mean a big area of little spheres, then when the camera goes through that, they start moving, faster and faster and they collide on each other.

That's pretty hot apparently, long way to go. But i won't give up till it runs, well i have no choice :D.

PF seems so interesting but so complex, I won't be able to go into scipting and i have a very limited knowledge about reactor... Making good looking dice took me two days to setup this week...

Thanks again,

DeKo-LT
11-14-2005, 06:54 AM
Here is my Interparticle Collision test :bounce::
http://deko.cgtalk.lt/InterparticleCollision01.rar

Enjoy! :thumbsup:

3D_me
11-14-2005, 11:43 AM
www.allanmckay.com/tmp/swirl.mov (http://www.allanmckay.com/tmp/swirl.mov) -- it's a bit dulled down in colour, need to fix, that, just messing about really. Lots and lots of particles.

I've read a lot in this thread.. it's very helpfull, you guys are great!
Nevertheless I'm wondering how you get effects like this (your swirl-animation) on your particles. I've got my particlesystem almost finished as I want it, but I'd like to render it in a nice presentable way like you do here. Do I have to use afterburn? Or do I need special shaders? Or is it just the amount of particles that gives it such a smooth look? Can you give me (us) a hint on that?

depleteD
11-15-2005, 05:26 AM
HO HO HO!
thx lots carlie

mahmoudcg
11-16-2005, 01:21 PM
hi guys
need to enhance some particles animation
its a traditional one
wind blowing sand off a logo
here's wat i got so far: blow (http://media.putfile.com/blow4)

i use a deflector to start blowing all particles , 30% of particles are then split after 4 frames and left behind, then comes another deflector to blow them again

now it doesn't look like real blowing, it looks as 2 layers of cloth or some sticking thing bein pulled
the deflector makes a sharp transition that i need to soften but actually can't get a good result
need some advice

charleyc
11-16-2005, 02:47 PM
mahmoud_cs- try sending the Collision Test to an Age Test to randomize the age that the particles blow off. While it is a bit overkill for simple things, this script http://www.scriptspot.com/bobo/mxs5/pflow/pflow__force_by_mass.htm
will allow you to have an even more realistic motion by giving the particles mass by size, so the smaller particles will blow off sooner than the larger ones.

dell
11-16-2005, 03:52 PM
Hi people




I'm having a few problems with Pflow as stated below:



I'm trying to create a room full of smoke, which is enclosed. As soon as the door opens a Huge Fan is placed in front of the open room and air pressure is passing through at speed.
The smoke should then leave the room where it would be pushed via a window or safe exit. This process is known as PPV Positive pressure ventilation and is used by the Fire Service. The main problem I have is a few particles are always left within the room, behind the door or just bouncing about. I need the whole body of smoke to move quickly at once as 1 body. But the particles leave as small parts, which leave gaps.


I Hope I was clear, I've tried a few different ideas but I ended up with a shed load of deflectors and erratic moment. Any advice is welcome and thank you ;-)

P.S Im using MAx 6 and Facing Particles

charleyc
11-16-2005, 04:10 PM
dell - try using a very low powered Find Target to attract all the particles to the window.

mahmoudcg
11-16-2005, 04:25 PM
thnx charleyc, working on it

plat4m6
11-16-2005, 05:53 PM
hi everyone
might as well plugin a question too hehe
well.. in Allan's DVD, in the Parray folder in his 'extra's folder', he's got this neat parray thing called 'Plasma streak', thing is.. i'm tryin 2 make similar thing in PFlow, but i just cant seem to get it to look any where near like the Parray version

problem with the Parray version is, after 90 or so frames the renderer crashes coz there's an 'overflow' of particles i guess.. and the effect starts lookng too clogged too.

any advise?
-im not sure if im allowed to post the plasma_Streak file up here for those who don't have the dvd, copyright reasons-
Thnks,

Werewolf006
11-16-2005, 11:29 PM
The Plasma streak file?
isn't it the same file he posted on the net a few months ago?
any way I remember it was a spawned very quick few particles that spawned a ton of small ones.
Should be easy in P-flow

amckay
11-17-2005, 12:19 AM
yoni-cohen (member.php?u=9149) - sounds like a cool idea that internal intranet!

Yeah after I left Blur Studios I was meant to head over your way for an event - but I had to be at fox studios in Sydney for Superman not long after so there wasn't much inbetween time unfortunately so I never had time to go. Next time though definitely.

plat4m6 - yeah I just decided I'd throw a HUGE bunch of extra files on the dvd, that plasma stuff I think was taking advantage of bubble motion or something which isn't in pflow. I'm sure it's easy to replicate but you'd have to go about it in a completely different way.

Anyway I gotta run, deadline week this week.

loran
11-17-2005, 08:32 AM
yo guys
anyone ever do boat wake foam with particle flow? We can see good exemple of this kind of FX done on KINGKONG trailer. Basic prob is to emit particles from the ship,get them stick on the animated sea surface with adition of turbulences... anyone ever do that ??

jussing
11-17-2005, 08:38 AM
yo guys
anyone ever do boat wake foam with particle flow? We can see good exemple of this kind of FX done on KINGKONG trailer. Basic prob is to emit particles from the ship,get them stick on the animated sea surface with adition of turbulences... anyone ever do that ??With no relation to particle flow, I've faked that effect by creating the boat wake foam as a seperate mesh (modelled manually to the shape of the boat's path). Then I create a copy of that, collapse the width of the copy (so it becomes infinitely thin and un-renderable).

And then, using volume selection and morph targets, I morph from the thin mesh to the renderable mesh as the boat travels along the path. :)

Cheers,
- Jonas

bio2000
11-17-2005, 11:20 AM
hi folks, as this thread is enourmous (and maybe i've used the wrong search terms) i couldnt really find valuable info on what i was looking for. As i don't want to pollute the thread with my stuff, pleas have a look here for more info on how you could help: 3D Factory (http://forums.cgsociety.org/showthread.php?p=2830487#post2830487)
Basically i need help on setupping a realistic Smoke emitted from a Factory tower, by night! I need help an advice on the tools and techniques that are best, to achieve a realistic result!
Thanks in advance !

Daniel-B
11-18-2005, 07:37 AM
Hey, as some of you guys know, I've been trying to create lava fountains on and off for well over a year now. Guess what, I still haven't perfected it. Now, I know the lava fountains in Episode III were actually real footage filmed at Mt. Etna.

Despite many many tries to replicate this effect, my particle knowledge is just not good enough I guess. That's why I wanted to know if any of you guys would know how to achieve this effect.

As you can see in the images below, the column seems to be made up of arch-shaped bands. I've posted reference below. In the first image, you will also see the arch shape very well. Kinda like an "m" I even drew it in blue to illustrate...

http://img.photobucket.com/albums/v58/PixelMagic/lava-fountain_01.jpg

http://img.photobucket.com/albums/v58/PixelMagic/lava-fountain_02.jpg

http://img.photobucket.com/albums/v58/PixelMagic/lava-fountain_03.jpg

http://img.photobucket.com/albums/v58/PixelMagic/lava-fountain_04.jpg


So, can you guys help me out on this at all? Maybe even post a scene file?

dell
11-18-2005, 10:49 AM
Cheers Charleyc

I tried using Find Target, as it seems to work fine.






The only problem I have now, is that the Facing particles are moving through the wall creating a nasty Sharpe line down the middle of the facing particle. I am using a deflector for the room but as we all know it’s the centre point of the particle that collides with the deflector and not the edge of the geometry.



I've tried to create a smaller deflector to contain the particles, but this would not work, as the smoke must travel through different rooms sizes etc that would mean loads & loads of different deflectors, and if I change the size of the particles I would have to change all the deflector to suit.

So to cut a long storey short, how would you get big facing particles to move through a small room, and not get any particles penetrating the wall and have no gaps between the wall and smoke..

Thanks

charleyc
11-18-2005, 03:04 PM
dell - the first things that come to mind are a: split the smoke and walls into separate passes or b: use the a copy of the wall geometry as the deflector with a Push modifier on it to offset it. This will slow things down a bit, but would be worth it to get the desired result.

Werewolf006
11-19-2005, 10:50 AM
@loran isn't there a tuturial that does something similar in the max Tuturials?
or you mean a more Water surface Wake approach?
I can't think of a certain way but a 2 pass render on for the top apply the map to the water as displacement then render. something may go wrong here I feel.

Bao2
11-20-2005, 02:49 PM
@loran isn't there a tuturial that does something similar in the max Tuturials?


That tutorial is no more on the Max 8 tutorials. I haven't found it.
Also the organization of tutorials is worse than Max 7.

In the max 7 tutorials you have:
- Creating Boat Splashes (Max 7 only)
- Crashing an Asteroid into a Planet (Max 7 and 8)
- Creating guided Missiles (Max 7 and 8)
- Exploding and Fragmenting an Object (Max 7 only)
- Creating Car Particles (Max 7 only)
- Creating a Fountain (Max 7 only)
- Visualizing Flow through tubes (Max 7 only)

I recommend you keep a copy of the help files. This is not the first time it happens. And
I don't know why Max 8 users are prived of these tutorials. Imagine a Maya guy or so trying to learn Max 8: more tutorials are better than less and the DVD has space left void.

plat4m6
11-20-2005, 09:58 PM
heya werewolf, i tried ur tip about converting the plasmastreak to Pflow, didnt seem to work, i guess the thing is, we need 2 fidn how parray goes about doing its 'bubbly motion' business..

also guys, i've got a birthscript which is using objects as particles, any idea how 2 make the instanced objects to instance the material from the objects? here's my script


on ChannelsUsed pCont do

(

pCont.useAge = true

pCont.useTM = true

pCont.useShape = true

)

on Init pCont do

(

global ChunksArray = $Memorybox* as array

)

on Proceed pCont do

(

t = pCont.getTimeStart() as float

if t < 0 do

(

NumChunks = ChunksArray.count

for i = 1 to NumChunks do

(

pCont.AddParticle()

pCont.particleIndex = pCont.NumParticles()

pCont.particleAge = 0

pCont.particleTM = ChunksArray[i].transform

pCont.particleShape = ChunksArray[i].mesh

)

)

)

on Release pCont do

(

)





as you can see, 'memorybox' array are my objects, and each 'memorybox' has a map on it, anyway for birthscript to pipe in the mapping as well as the object?

thanks in adv.

depleteD
11-20-2005, 10:48 PM
mapping object from box tools 1 i belive

loran
11-21-2005, 02:06 PM
Hmmm, do you really look the boat splash tutorial from max7? Thats everything but reallistic. just particles blow up in the air.
I want particles with turbulences to keep on the water animated surface.

Cryptite
11-21-2005, 02:25 PM
Pixel, I'll get to looking at those particle lava arches within the next week or so, I've had to wrap up a couple of modeling projects for school and i'll be home for Thanksgiving, but when I get back, i'll work on it. I've had some ideas on how to go about them lately anyway.

jussing
11-21-2005, 02:28 PM
PixelMagic, did you try to apply an animated noise modifier to the emmiter geometry?

- Jonas

Nazgul
11-21-2005, 06:07 PM
*cough cough*

http://www.flowlines.info/

Daniel-B
11-21-2005, 10:43 PM
PixelMagic, did you try to apply an animated noise modifier to the emmiter geometry?

Yes, I did try that. But it did not create the desired effect. Perhaps I did it wrong. I don't know.

I'm just getting so frustrated because I cannot get this effect to look just like I want.

Howard Day
11-21-2005, 10:53 PM
Hmm. It seems to me that you're part way there already. You've got the animated geometry, but you just need to tweak with the particle emmitance rates. The idea is to make the particles "Burst" out at a high emittance rate, and then swiftly drop that rate off. You'll then get the arch shape you're looking for. Just don't let the velocity variance get very high, or your arch shape will disapear, because the particles will outdistance each other, thus "fuzzing out" the shape you're want...
I hope this helps.

galagast
11-22-2005, 01:16 AM
also guys, i've got a birthscript which is using objects as particles, any idea how 2 make the instanced objects to instance the material from the objects? here's my script
hi, I had the same problem back then, and I also failed to acquire the mapping from the instanced objects... so my workaround was to use the objects themselves (not instances)... and it works, but with a couple of downfalls.. there should be a little understanding in how the script works or you'll end up getting weird results... the script is also kinda slow if you have plenty of particles (I was using around 500-800 for fragments)... and in the end, you'd most likely want to bake out the animation to keyframes (which could be good or bad).

here's the link to the tutorial:Using Fragmented Objects with Pflow (http://www.orbaz.com/forum/viewtopic.php?t=326)

feel free to ask me any questions regarding it, I'll try my best to help (if I have time) :)

frogspasm
11-22-2005, 04:24 AM
Wow, cough is right.
Awesome demo reel. I wonder how fast the simulations run...

~Mike D.

*cough cough*

http://www.flowlines.info/

JKeller1068
11-22-2005, 04:51 AM
*cough cough*

http://www.flowlines.info/

WOW!!! :eek:

galagast
11-22-2005, 07:16 AM
I only saw the stills back then, I cant believe im seeing those in motion now. :eek:



(adding the site to my favorites...)

trig2
11-22-2005, 08:10 AM
Yeah I can't imagine having such power at my fingertips, those are stunning shots, wonder where we'll be in 20 years. :eek:

loran
11-22-2005, 09:35 AM
I imagine everybody here have seen the fantstic works of Flowline (http://www.flowlines.info/), a Scanline software which use fluid simulation and Vray for 3dsmax. I like the stormy sea sequence so much and the shark wake foam too. I wish to do similar with basic PF. I think I ll have to pray ;)

jussing
11-22-2005, 10:23 AM
Yea, but the front page says "lava".... so, where's the lava?! Me wants to see! :drool:

- Jonas

feldy
11-22-2005, 06:28 PM
very cool stuff there at scanline too bad glue isent that good i dont think ive even seen the frantic flims FLOOD do any thing like that. Allan have you thats very impressive stuff.

AKAI
11-22-2005, 07:30 PM
hello !

I already put that message on the Max Forum so sorry for the people who read it twice...:shrug:
I have a scene with a bunch of insects crawling on the wall of a house and everything looks fine until I add a Rotate Operator on my instansed insects with the Speed Space Follow activated. Actually particles are flipping 90 deg (randomly on X, Y or Z) when arriving on another side of a wall and I just can't manage to make it work...even on a simple cube or a sphere, I have always my particle flipping sometimes flipping differents ways on the same wall....and I don't speak about the Keep Apart activate on top of that.......
If someone can help me on that..would be very nice :D

SoLiTuDe
11-23-2005, 12:36 AM
Hmmm, do you really look the boat splash tutorial from max7? Thats everything but reallistic. just particles blow up in the air.
I want particles with turbulences to keep on the water animated surface.

How about using the lock / bond operator from box 1? That'll lock them on the surface... you just have to get them to spawn right and get the materials right =)

Werewolf006
11-23-2005, 10:31 PM
How about using the lock / bond operator from box 1? That'll lock them on the surface... you just have to get them to spawn right and get the materials right =)

I think loran means he wants something like the shark animation on http://www.flowlines.info/
Shark animation, very impressive.

SoLiTuDe
11-23-2005, 11:01 PM
I think loran means he wants something like the shark animation on http://www.flowlines.info/
Shark animation, very impressive.

Hehe... good luck with that then! :D

loran
11-25-2005, 07:41 AM
I dont want to do flowline similar animattion! This is impossible without a powerfull fluid simulation...and maybe impossible without Flowline. I heard about lock/bond on PF tool box 1, but I just hope not to have to use the pftoolbox :/. thx guys.

loran
11-25-2005, 07:49 AM
AKAI, crowd system within PF could be very problematic , with flash flipping orientation for exemple or anticipation on obstacles. My advice is to use Character studio crowd system and mix it with PF. I ever use this and it works well as you can see in this preview shot :http://forumel.free.fr/PF/meteor-crowd-01sor.mov

AKAI
11-25-2005, 11:02 AM
hé merci Loran

Je suis sur Max 6 donc je crois pas avoir accès à la gestion de foule sur CS, mais merci de m'y avoir fait penser ! finalement j'ai contourné le problème grâce à la magie de la composition..:D

Thx for the tip Loran...I finally composed my scene to bypass the problem...

Neejoh
11-25-2005, 07:58 PM
AKAI, crowd system within PF could be very problematic , with flash flipping orientation for exemple or anticipation on obstacles. My advice is to use Character studio crowd system and mix it with PF. I ever use this and it works well as you can see in this preview shot :http://forumel.free.fr/PF/meteor-crowd-01sor.mov
Allan did it :) In his upcoming DVD he scripted some tanks that avoid landmines, same system? About that, any updates Allan?

jigu
11-26-2005, 05:36 AM
Allan did it :) In his upcoming DVD he scripted some tanks that avoid landmines, same system? About that, any updates Allan?


Yeah when is that DVD gonna be out for sale?

jigu
11-27-2005, 08:40 AM
guys i need little help..

plz look at this image.

http://img394.imageshack.us/img394/6203/test35ux.th.jpg (http://img394.imageshack.us/my.php?image=test35ux.jpg)

when i render in max.after rendering i turned on alpha chennel to see alpha chennel of whole image.but it doesn;t show alpha chennel for facing particles.i can see only alien;s alpha chennel.

why i can;t see alpha chennel for particles?
i m using max 8 and for particles pflow.

Steve Green
11-27-2005, 09:17 AM
Are you using additive transparency on the material that isn't showing in the alpha?

By default it doesn't show up in alpha - if you do a search for additive alpha in the help file, there's an entry you can put in the 3dsmax.ini file to fix that.

Cheers

Steve

jigu
11-27-2005, 09:30 AM
Are you using additive transparency on the material that isn't showing in the alpha?

By default it doesn't show up in alpha - if you do a search for additive alpha in the help file, there's an entry you can put in the 3dsmax.ini file to fix that.

Cheers

Steve

Thanks steve for answer. i didn;t know that it was due to additive transparncy.after putting that value it solved the problem.:)

Steve Green
11-27-2005, 11:18 AM
You're welcome - don't know why Autodesk don't just turn it on by default...

- Steve

jussing
11-28-2005, 12:40 PM
-- GUYS! --


This is an awesome thread, but due to the insane post count and multiple subjects constantly interweaved, it's become practically useless to people who aren't checking in every single day.

What do you say we open a Particle Flow sub board?

Cheers,
- Jonas

DoubleSupercool
11-29-2005, 02:21 AM
Could be useful to have something like the mental ray thread with a "table of contents" at the front. It would require the initial poster to change their post though, wouldn't it? Definitely need to collect info under sub-headings like, "materials", "tests", "reference footage", "explosions", "dust", "tornado's", "flocking", or something like that.

DeKo-LT
11-29-2005, 09:15 AM
Hi guys,
I have little problem with animated texture. I want to be particles born on white area and stay in this place, even material is animated. I very rarely use Birth Texture from #Box1, maybe is not needed here?
Here is quick example:
http://img22.imagevenue.com/loc4/th_fe5_Animtexture.JPG (http://img22.imagevenue.com/img.php?loc=loc4&image=fe5_Animtexture.JPG)
Maybe someone can help?
Thanks!

stefan
11-29-2005, 09:36 AM
U coud create particle bassed on animated texture and let them die then create them once again for every frame. there will be big flickering but it coud be OK.

DeKo-LT
11-29-2005, 09:56 AM
;)
With flickering is not ok :),
Later i will add afterburn to particles...
Now, i trying made particles to flow by material. I use Speed by Surface with Speed by Material, but it couldn't help :sad:

izzodizzo
11-29-2005, 11:10 AM
Charleyc,

I'm just starting to learn pflow and i was wondering if you could post/show the setup of that rockguy animation you did, using lock/bond. (maybe even the max file :thumbsup: ).

Cheers!

Izzo

charleyc
11-29-2005, 03:05 PM
Izzodizzo - Here is a stripped down version of one of the Rock guys.

www.charleycarlat.com/Tests/RockThing-Stripped.zip (http://www.charleycarlat.com/Tests/RockThing-Stripped.zip)

This one does not have the secondary particles (fragments and dust) as that part of the flow is very unstable. But it was achieved by duplicating (as a copy, not instance) the main flow and using Mesher on the duplicate. Then scattering a few thousand particles along the surface of the Mesher object and using a Speed Test to Spawn fragments and Dust trails.
Also, this file is an older one and may be using a technique that caused some issues. The feet and hand particles should use an Age Test to go from Event to Event rather than a Send Out, not sure which is used in this file.

amckay
11-30-2005, 12:18 AM
the jigu, sorry I just emailed turbosquid to find out. I've been too busy to keep track of a lot of stuff. So I'll try and follow up on it now and see if it's ready.
Any people going to Digital Media World Festival in Sydney next week? I'll be holding 3 masterclasses (one on main stage with the weta and ilm guys etc. and two for autodesk) as well as doing a lot of demo stuff at Autodesks booth. I'll be showing off a lot of blade and blur stuff, just making ofs etc.
One thing I was always interested in doing although TP wasn't scriptable during the beta was making the pipeline for the vampire ashings automated. One of my mates was in charge of the blade 2 pipeline at framestore in London, and their pipeline in my opinion was a far superior one. So I've decided as part of the demo stuff I'm doing to write up a script that pretty much ashes vampires with a few clicks. So I'll show that off after next week if I remember. Basically the script lets you select your character and ground plane, then you have a bunch of animation controls for how quickly the effect spreads over the character, and other stuff, everythings interactive. After that it generates the particles for all the elements and it's pretty much ready to render. I had to get Oleg to open up pflow tools a bit more as there were a few things that weren't scriptable at the time, but it all works really well now.

Been stuck doing a lot of game cinematics recently through Catastrophic (my co.) for xbox 360 and ps3 which is good, lots of max fluids.

CharlyC - cool work man!

mahmoudcg
11-30-2005, 12:23 AM
hi folks
i want advice plz in my current project
i have live footage to which i shall add breeze that is carrying somesort of light streams of fog or smoke, you know, that scent flowing with breeze effect
the footage is actually some nature shots from getty where the camera is almost still
some shots are big in scale, there are shots that contain far buildings, seashore...
as the breeze moves away from the camera, it leaves some words writtin with thin an irregular forms of smoke

i need suggestions plz, shall i do it with pflow, or shall i think of aura...

jigu
11-30-2005, 01:29 AM
Thanks allan for reply.i can wait for ur DVD.:)

and yeah that script sounds cool...also i would like to see those making of videos(if it's possible to show online) u r gonna show at sydney!!

free4all
11-30-2005, 08:52 AM
Hi Allan,

I will be attending the DMW conference. The lineup is looking incredible.
Do you have the details of your sessions yet? Will you be showing any max fluids?

See ya there!

Tom

Neejoh
11-30-2005, 04:45 PM
Welcome to CGsociety Tom!

I'm afraid Sydney is a couple of thousend miles too far for me :P Next time you'll be hosting something in Amsterdam or London give me a call Allan! Would looooove to she the stuff you've been talking about.

Btw, like you said Blade was done with TP, but why did you need Oleg to open up the "magic box" for some extra scripting? Just for the presentation or am I missing something (TP != PFlow)?

Anywho, cool to hear about that blade stuff! I would kill for stuff like that :P I loved "Buffy" when I was younger and that's one of the reasons I started to love VFX. But than Blade came and brought the vampire dusting to an whole new level!

BloodHo
11-30-2005, 06:28 PM
It sure would be great to see Allan doing stuff live, but yeah Australia is pretty far away to go. Damn airline tickets cost at least 700 euros and thats three times more money that i get in a month :) Well maybe he comes in Finland someday, but at least when the dvd comes out I i get something that makes me happy :) Anyway i had something to ask about particle flow and afterburn but I'm getting drunk at the moment so i can't really remember what it was. I'll ask later...have fun ppl :)

joconnell
11-30-2005, 09:57 PM
Heya allan,

Got a load of thoughts on project management and a friend who is building one for his company at the moment, in the mean time check out the organisation bits by these guys - www.37signals.com (http://www.basecamphq.com/ and http://www.backpackit.com/) which is more for the client end of things- Will give you a shout about some asset tracking stuff in a bit. Bleeding ruairi's after ****ing off out of dublin so I might go a wandering soon. Will be down in sydney end of january too for some beers and bullshit too...

free4all
12-01-2005, 12:15 AM
Welcome to CGsociety Tom!

Thanks :) I have been around for a while, just havent posted. Well long enough to have read through this thread completely. :thumbsup:

amckay
12-03-2005, 10:29 AM
Hey Tom, I won't be showing any max fluids - none of the ones I'm tied to I'm allowed to show just yet unfortunately. I won't really be getting into too heavily into techniques on the main stage, I kind of figure most of the crowd will be all maya guys, so I'm keeping it more as a case study on a lot of blur and other projects - how they were done, other stuff like that without getting technically too specific. Unfortunately I'm doing that talk for free, it seems they aren't paying any speakers to do the main talks, which is unfortunate since I busted my arse the last two weeks on this thing, actually longer in a lot of ways. The good news is that I'll be demo'ing at the autodesk booth every day all day showing off a lot of fx stuff, and I'll be doing some masterclasses for them, I haven't got the details on hand, but if you speak to autodesk they'll let you know. And those demos and classes I'll be spilling my brain on everything, a lot of my new dvd's content as well as other stuff. So I think they'll be a lot more worth while.

it's been rediculous how little time I've had the last few months, I'm really hoping to get on top of things come the new year, or else I'm going to need to get a producer here or something - but anyway hopefully after dmw things will at least be a bit more mainstream.

joconnell cool mate! I believe you emailed me a few weeks ago right? I'm really sorry I'm in one of those phases where none of my emails getting answered, hoping Sunday to spend a few hours catching up on stuff. Had lucasfilm email me Friday actually and even emails like that I haven't had a chance to reply to yet which is a bit scary. What's ruairi up to these days? I saw that cave man stuff he did which was awesome! Great director. So you'll be in aus? hah come to brisbane, help me destroy it one bar at a time.

free4all
12-03-2005, 11:18 AM
Hey Tom, I won't be showing any max fluids - none of the ones I'm tied to I'm allowed to show just yet unfortunately.

Hopefully it wont be too much longer! I originally learnt max then learnt maya fluids. It would be a great day to do it all in max.

I won't really be getting into too heavily into techniques on the main stage, I kind of figure most of the crowd will be all maya guys, so I'm keeping it more as a case study on a lot of blur and other projects - how they were done, other stuff like that without getting technically too specific.

Sounds good to me.

And those demos and classes I'll be spilling my brain on everything, a lot of my new dvd's content as well as other stuff. So I think they'll be a lot more worth while.

:thumbsup:

Had lucasfilm email me Friday actually and even emails like that I haven't had a chance to reply to yet which is a bit scary.

I know which emails I would be answering. ;)

free4all
12-03-2005, 11:19 AM
Allan how many people usually attend something like this? I havent been to one before.

joconnell
12-04-2005, 01:09 PM
joconnell cool mate! I believe you emailed me a few weeks ago right? I'm really sorry I'm in one of those phases where none of my emails getting answered, hoping Sunday to spend a few hours catching up on stuff. Had lucasfilm email me Friday actually and even emails like that I haven't had a chance to reply to yet which is a bit scary. What's ruairi up to these days? I saw that cave man stuff he did which was awesome! Great director. So you'll be in aus? hah come to brisbane, help me destroy it one bar at a time.

Heya Allan yeah I chucked you a mail but i know how it is trying to keep up with folks, I was doing all the fx animation and rigging nonsense on the caveman stuff with ruairi, e's off in london now moving on to bigger and better things - he's quit 3d but still ends up opping on a lot of his stuff since he can get what he wants quicker and better than a lot of other ops out there! Will be in sydney but will look into brisbane. I've got a few sites to do for 3d guys so chuch me a mail and we can sort something out - I'm working on all the framework, backend stuff so you can style it whatever way you want but keep all the handy client stuff...

When's the new dvd coming out btw? I've got to do a plane crash shot of a small jet and it's a little overwhelming to figure out all of the stuff involved in getting a realistic result - you might have some neat tricks that may help ;)

Will look into brisbane flights too and see how easy it is to go brisbane, sydney, wellington - gotta do a stop in weta too :)

Stri
12-05-2005, 07:26 AM
Guys I just have one question! Is it possible to fragment a model and then defragment/reconstruct it in Particle Flow? I'm trying to do Eris (Sinbad) kind of transformations in 3ds max and I'm considering using particle flow. Is this possible?

Heiki
12-05-2005, 09:44 AM
How to scale down whole particle flow simulation?

I have 2 winds and one drag and my smoke is perfect but out of scale. How would you scale it down?

Thanx!

canwood58
12-06-2005, 02:36 PM
@stri, i looked into this before for a project that didnt happen and decided thinking particles looked the best bet, if you check it out there are some movies online showing this sort of effect. Maybe you could do it in Pflow but would prob be alot harder to get the same quality:sad:
Im sure Allan Mckay would know?

http://www.cebas.com/products/feature.php?UD=10-7888-33-788&PID=15&FID=76

loran
12-06-2005, 02:41 PM
just to say... PAGE 200 in PF thread !! woohoooooooooo!! :))