PDA

View Full Version : Particle Flow Discussion


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 [18] 19 20 21 22 23 24 25

PsychoSilence
12-14-2007, 03:49 PM
Whow, great stuff!

Is this done in realtime?? -- Anselmo, have you already given it a shot?

a sound operator would be UBER great!!! gotta be a way with box#3...you can control a noise modifier/map with a sound controler then u can use that animated mesh/map as an emitter/pipe into box#3 then i guess...

gonna try :D but a sound operator would be so killer!!! imagine speed by amplitude...

charleyc
12-14-2007, 07:02 PM
a sound operator would be UBER great!!! gotta be a way with box#3...you can control a noise modifier/map with a sound controler then u can use that animated mesh/map as an emitter/pipe into box#3 then i guess...

gonna try :D but a sound operator would be so killer!!! imagine speed by amplitude...

This can easily be done with the Audio Controller. I created a few animations of particles based on it once. Position by amplitude, Speed by amplitude, all pretty straight forward. The easiest way is to assign a scene node the Audio Controller (say as position) and use its values to drive the particles using Box3.

Edit: LOL I happened to re-read your post and see that you figured this one out. One of those days.

btw, you can really get interesting if you use Box3 and say a map to adjust the particles life and then use that to offset the animation from the noise.

PsychoSilence
12-15-2007, 01:57 PM
at least in my head i figured it out somehow :) is it possible to assemble a simple demo scene for us? would be very kind of you.

charley, i really wish youīd assemble a box#3 dvd to unleash enlightment upon the community ;) next time iīm in callifornia i wanna have private lessons! :deal:

cheers

anselm

ilusiondigital
12-15-2007, 04:35 PM
Anselm: Many thanks for the help friend

charleyc
12-15-2007, 08:21 PM
at least in my head i figured it out somehow :) is it possible to assemble a simple demo scene for us? would be very kind of you.

charley, i really wish youīd assemble a box#3 dvd to unleash enlightment upon the community ;) next time iīm in callifornia i wanna have private lessons! :deal:

cheers

anselm

I don't have time right now for a tut, but here is a file.
www.charleycarlat.com/Tests/PF_AudioControl.zip (http://www.charleycarlat.com/Tests/PF_AudioControl.zip)
R9

I have been asked by others to do a dvd, but I don't know if I would be the best person for such an endeavor. I actually live in the Phoenix, AZ area (Surprise is the actual town, but it is part of the metro valley). So, in the off chance you find yourself lost 6 hours east of LA and end up in these parts, let me know. :)

SoLiTuDe
12-16-2007, 05:44 AM
Hey guys, quick question... I'm not that good with maxscript yet, and I'm wondering how to do pCont.AddParticle() at specific frames via the birth script... basically At Frame X create a particle
I can figure out most of the other stuff (like position and stuff), but this one i'm at a loss, so if any of you maxscript geniouses wanna help me out, then SWEEET! :) I could bug our tools guy here, but I bug him enough about other stuff. :shrug:

PsychoSilence
12-17-2007, 08:39 AM
I don't have time right now for a tut, but here is a file.
www.charleycarlat.com/Tests/PF_AudioControl.zip (http://www.charleycarlat.com/Tests/PF_AudioControl.zip)
R9

I have been asked by others to do a dvd, but I don't know if I would be the best person for such an endeavor. I actually live in the Phoenix, AZ area (Surprise is the actual town, but it is part of the metro valley). So, in the off chance you find yourself lost 6 hours east of LA and end up in these parts, let me know. :)

thank you very much for assembling a demo scene for us! :bowdown:
didnīt get yet what it does exactly but iīll have to check the data flow in detail. :shrug: iīd like to modify the shading too but canīt find a way to data test it...

as a tourist from germany everything is from near distance compared to where i came from :D i guess at sigg this year the latest...

PsychoSilence
12-17-2007, 03:21 PM
hereīs a first try:
http://rapidshare.com/files/77199792/pflow-audio-control.avi.html

i bet pwrapper would look killer on that one...

cheers,
anselm

PsychoSilence
12-20-2007, 12:17 PM
OFFTOPIC AT ITīS BEST...

but wanted to share...

VFXHack just released an article about visual effects and how to approach:
The Story Of A Visual Effect - Ideas Behind The Images (http://vfxhack.com/2007/12/19/the-story-of-a-visual-effect-ideas-behind-the-images/)

http://vfxhack.com/wp-content/uploads/2007/12/readingtotimmy.jpg (http://vfxhack.com/2007/12/19/the-story-of-a-visual-effect-ideas-behind-the-images/)

further more i read VFXBlog (http://www.vfxblog.com/) and EffectsCorner (http://effectscorner.blogspot.com/)weekly...

thanks,
anselm

loran
12-20-2007, 01:56 PM
Please, don't use RAPID SHARE anymore. It sucks! twice time i wait for the countdown then type the letter and recieve an error (maybe 0 = O or stuff like that.)

PsychoSilence
12-23-2007, 03:41 PM
http://core2core.de/spielwiese/christBAAMkugel2007.jpg

CU in 2008, keep the spirit alive!

anselm

Tunac
12-23-2007, 03:48 PM
haha awesome!

best wishes in 2008:thumbsup:

noouch
12-31-2007, 04:45 AM
So, I've been getting a little into scripting, and the results aren't half bad. I can't be bothered yet to deal with the math to make the branches grow from any angle other than 0° to Z, maybe that will come later, along with some other nifty look-nice features.
First results:

(click for quicktime movie)

http://noouch.de/images/progplant1_00076.jpg (http://noouch.de/video/progplant1_test1.mov)

PexElroy
12-31-2007, 03:48 PM
Real cool results, and happy holidays all.

JohnnyRandom
12-31-2007, 05:39 PM
Happy Holidays Anse and everyone else:)


noouch that is tight!

PsychoSilence
12-31-2007, 06:21 PM
thanks dude!:bounce::beer::wavey:

i say happy new year to everyone for now since itīs only 4h from now that itīs new years eve here in germany and i wouldnīt be online by then :D

@ nico: looks cool! very trendy broadcast element indeed!would be nice if theyīd grow over time as the branch evolves but thatīs probalbly concidered a nifty look-nice feature :D

cheers,
anselm

PsychoSilence
01-04-2008, 03:17 PM
Rapper Pinboard:

http://www.core2core.de/spielwiese/Rapper_Pinboard.jpg

animation will follow tommorrow...still rendering :(

kind regards,
anselm

nitrocom
01-04-2008, 04:27 PM
Well that looks good, what about scene? What is the setup?

JohnnyRandom
01-04-2008, 04:31 PM
Ha that's cool;)

PsychoSilence
01-04-2008, 05:02 PM
Well that looks good, what about scene? What is the setup?

it is a plane with shifted vertecies so that every vertex fills the gap of the next vertex a line below and above. a zig-zag.
then i birth one particle per vertex on it and use the edited plate as grascale-information for height. thereīs an example in the help files that ship with box#3 that needs to be edited. :)

thanks johnny :bounce:

nitrocom
01-04-2008, 10:08 PM
Well cool anselmo, ill give it a try!

Nice piece of work...

JohnnyRandom
01-04-2008, 10:40 PM
Hey speaking of box3 are we still drag'n'dropping to get it installed in max2k8? or is there an installer?

OlegB
01-04-2008, 11:26 PM
box3 are we still drag'n'dropping to get it installed in max2k8?

The Max2k8 installer is available; send a request to Orbaz support to get the download links.

Thanks,
Oleg B.

entrancea
01-05-2008, 07:19 AM
Hey guys....looking through the forum I found a link to Brandon Riza'a site for Frontlines video footage shot breakdown couple of weeks ago but now when I try to re-open it,its not opening up....Is the site still there or not working for the time?

Here's the link...

http://brandonriza.com/3DVisualEffects/HTML/Frontlines--RandD.htm


Thanks,
Entrancea

PsychoSilence
01-05-2008, 11:27 AM
i get a 403 forbidden error too! ill ask ian if he has any details...

PsychoSilence
01-05-2008, 02:50 PM
After posting a still of my animation i finally rendered and comped the whole clip (194 frames):

Tribute to NIN INCH NAILS video clip "ONLY" directed by David Fincher, CG done by Digital Domain (Original Musicvideo: http://youtube.com/watch?v=V0u0AG_floQ )

http://core2core.de/spielwiese/Rapper_Pinboard_stills.jpg (http://core2core.de/spielwiese/Rapper_Pinboard.mov)

http://core2core.de/spielwiese/Rapper_Pinboard.mov

Sony HDV Cam
Particle Flow Toolbox#3
VRay
Digital Fusion

Sidenote: The footage was shot by the "White Studios", Hannover for a different purpose (regular greenbox music video) and handed over to me as test footage. In a real production environment i would light the artist completely different to have RGB channel results to extract.

Hope you like it! :bowdown::arteest: Coments and critiques welcome as always!

Thanks in advance,
anselm

PS: Big shouts to Oleg and Charley for putting light into my box#3 darkness! ;)

entrancea
01-05-2008, 03:55 PM
Now that is what I call a sweet a** video;) ......Nice piece of work dude....Though I would agree on the fact that the grayscale could have been better with different lighting setup............Cool stuff....

Regards,
Entrancea

Glacierise
01-05-2008, 05:46 PM
Very funky! I can really see this coming great in a music vid :)

JohnnyRandom
01-05-2008, 06:47 PM
The Max2k8 installer is available; send a request to Orbaz support to get the download links.

Thanks,
Oleg B.

Thanks Oleg:)



Anselm...Excellent! That came out great ;)

SoLiTuDe
01-05-2008, 07:23 PM
Entrancea: Brandon is already aware of the problem with his website...

entrancea
01-06-2008, 01:51 AM
Entrancea: Brandon is already aware of the problem with his website...


Ooohh!I wish that site is up and running cause that frontline page was priceless....:D

RedXR
01-07-2008, 04:24 PM
Hey guys,

I had a small question about the surface spread written by Oleg for Box 3 that I can't seem to figure out. I'm trying to do a freezing glass effect; the freez is supposed to start from all corners of the glass and meet in the middle. What I'm having trouble with is figuring out how to make the system emit more than one point and control it at the same time (with multiple data icons). Thanks in advance.

Abdul

PsychoSilence
01-07-2008, 04:43 PM
Hey guys,

I had a small question about the surface spread written by Oleg for Box 3 that I can't seem to figure out. I'm trying to do a freezing glass effect; the freez is supposed to start from all corners of the glass and meet in the middle. What I'm having trouble with is figuring out how to make the system emit more than one point and control it at the same time (with multiple data icons). Thanks in advance.

Abdul

how about using birth texture from box1 and an animated scale operator set to "sync by particle age"? should do the ice trick too. if u have pwrapper it might look nice...

Glacierise
01-07-2008, 04:45 PM
Are you sure you need box3 for that? I think it can be done in much simpler way - for ex. cover the whole glass with particles and move deflectors to show them up as you wish.

RedXR
01-07-2008, 05:02 PM
PsychoSilence- The thing is, I'm trying to learn box 3. That's why I would like to figure this out as opposed to using another method. I know you can do it but I just can't figure it out (as I'm pretty new to box 3).

Glacierise- The problem with that method is that hand animating deflectors won't really give you that growing effect (it's the same issue with an alpha map). It simply looks like particles appearing as opposed growing. And like I said to PsychoSilence, I'd really like to figure this out as opposed to giving up on it.

Thanks a ton for the quick replies guys, really appreciate it.

Glacierise
01-07-2008, 05:30 PM
You're grave wrong about the growing :) I'll post a scene tonight, gotta run now.

RedXR
01-07-2008, 05:38 PM
Glacierise- can't wait. Thanks mate.

Abdul

Glacierise
01-07-2008, 10:53 PM
There's your scene dude:

http://cravenous.com/scenes/scaling.max

RedXR
01-07-2008, 11:20 PM
Glacierise- Thanks for the file mate, but I was just wondering what version of Max it was. We have 8 and 9 here at work and I can't seem to be able to open it. If it's 2008 then I'll try it when I get home. Thanks once again.

ruster
01-08-2008, 06:24 PM
Can I achieve this kind of invisibility effect with deflectors ?:)
http://www.youtube.com/watch?v=olBE8zvNZ8Y

Glacierise
01-08-2008, 08:17 PM
There is no problem to plant particles on the face, then use deflectors to pass the particles to a metaballer (blobmesh or pwrapper) to get the liquid effect. The arduous part would be to create a digital double of the live-action face.

@RedXR - It's 2008 ;)

PsychoSilence
01-09-2008, 09:23 AM
do u mean the invisible effect on the boy or on the test? if u mean the text use the search in here and search for "disintegration".

thanks,
anselm

RedXR
01-10-2008, 07:54 PM
As I have no hair left to pull, I'm posting here in hopes of someone correcting my noob mistakes. I've spent the whole day again trying to figure this out but I still can't. I'm still trying to get a controller per particle. The basic concept I sort of figured out is this

1.Check number of particles
2. If number of particles is equal to 1 then do
3.Select objects (2 circles)/check closest point by surface
4.Get transformation matrix of object
5.Use object Matrix

The problem is that if I set the condition to "Greater than value A (1)", then the system breaks as the particles simply snap to the centre of the object circle. I know for a fact that I'm messing something up as I don't have a strong foundation in particles. Any help would be greatly appreciated. (please take a look at the image).

http://i8.photobucket.com/albums/a49/Red_Plague/Data_operator.jpg?t=1199994803


Ps Glacierise, that example looked really good. I'll have to try that method the instant I get free time (though for now, I have to figure this out).

charleyc
01-10-2008, 08:39 PM
RedXR - Can you explain a bit more as to what you want. I gather you want a system where a single particle is snapped to the center of a one of two objects(depending on which it is closest to?). Is this correct?

charleyc
01-10-2008, 08:52 PM
Hey guys,

I had a small question about the surface spread written by Oleg for Box 3 that I can't seem to figure out. I'm trying to do a freezing glass effect; the freez is supposed to start from all corners of the glass and meet in the middle. What I'm having trouble with is figuring out how to make the system emit more than one point and control it at the same time (with multiple data icons). Thanks in advance.

Abdul

Birth a particle at each location you want the spread to happen from and then pass those into an event with Surface Spread. It will grow from the particles that are present.

RedXR
01-10-2008, 08:52 PM
charleyc- I'm trying to assign a controller per particle. So the first particle emitted is controlled by circle 1, second particle is controlled by circle 2 and so on and so on. So every particle emitted has a controller (so I can move it around a surface). I hope this gets the point I'm trying to make across. Thanks inadvance.

Abdul

RedXR
01-10-2008, 08:59 PM
charleyc- I can't express how grateful I am. Sending it into a new event aboslutely worked. Thanks a BAJILLION times mate. You've just made my day!

Glacierise
01-10-2008, 10:18 PM
Just seeing a screenshot of box#3 in action has me shivering. Closest point by surface - oh man, how wonderful things can be done with that. Gotta learn the box.

charleyc
01-10-2008, 10:43 PM
charleyc- I'm trying to assign a controller per particle. So the first particle emitted is controlled by circle 1, second particle is controlled by circle 2 and so on and so on. So every particle emitted has a controller (so I can move it around a surface). I hope this gets the point I'm trying to make across. Thanks inadvance.

Abdul

I can take a look at doing this with Box3, it should be pretty simple, but you should be able to do this without it. If you use Position Object and Lock to Emitter, it will do this. If you need very precise placement, ensure that there is a selected Vertex at each point in the Emitter object and use Selected Vertices in the Position Object Op. To ensure that there is only a single particle per object, turn Seperation on (in the Position Object Op) and ensure that the distance is less than the smallest distance between selected Verticies.

RedXR
01-15-2008, 06:31 PM
charleyc- Tried the second way as well. What I've found is that it ends up acting strange (some instances the system works while in other it won't). I'll keep trying till I get it working so thanks a mill for the advice.

charleyc
01-15-2008, 06:52 PM
If you can reproduce an instance where it doesn't work, I can take a look at the scene and let you know what I find out.

RedXR
01-15-2008, 07:10 PM
Will do, thanks.

PsychoSilence
01-23-2008, 01:43 PM
one week since the last posting...Iīm disapointed!!!

Greetings from the ACHT Frankfurt (www.acht-frankfurt.de (http://www.acht-frankfurt.de)) VFX Team:

Daniel & Anselm (VFX/Fluids)
http://core2core.de/spielwiese/daniel_anselm.jpg

Schloerby & Anselm (You might know Schloerby, heīs quite a while in this industry...and a TurboSquid Topseller)
http://core2core.de/spielwiese/schloerby_anselm.jpg

Glacierise
01-23-2008, 02:06 PM
You just can't stand still on photos, can you? Neither do I, it's not fun enough :D Well great friends there mate, hope I meet some folks when I come over too :D

By the way, I've also been silent, due to this:

http://youtube.com/watch?v=Sa3mho32-XU

Check it out. Not CG, but cool nonetheless, and especially dedicated to all you great CG people!

JohnnyRandom
01-23-2008, 07:15 PM
heh, cheers Glacierise that was cool:scream:

PsychoSilence
01-23-2008, 07:15 PM
Update on my Pinboard Rapper :)



(http://core2core.de/spielwiese/Rapper_Pinboard_fahrt.flv) http://core2core.de/spielwiese/Rapper_Pinboard_fahrt.mov (http://core2core.de/spielwiese/Rapper_Pinboard_fahrt.mov)
(http://core2core.de/spielwiese/Rapper_Pinboard_fahrt.flv)

http://core2core.de/spielwiese/Rapper_Pinboard_fahrt.flv (http://core2core.de/spielwiese/Rapper_Pinboard_fahrt.flv)
http://core2core.de/spielwiese/Rapper_Pinboard_fahrt_stills.jpg
(http://core2core.de/spielwiese/Rapper_Pinboard_fahrt.flv)

noouch
01-28-2008, 11:29 AM
Update on my Pinboard Rapper :)
...
[/url]
I get 403 (forbidden)...

Glacierise
01-28-2008, 02:01 PM
@JohnyRandom: Thanks dude ;)

Anselm, I get 403 too...

PsychoSilence
01-28-2008, 02:23 PM
my server is down!!! iīll deal with that within teh next day...

amckay
01-30-2008, 01:14 AM
yeah tried to access the link psycho and no luck. is it going to be back up soon?

hopefully will get off my ass and be on forums a bit more this year
spent so much time away from a computer last year haha

feldy
01-30-2008, 03:20 AM
forbidden dam you dam you i say

PsychoSilence
01-30-2008, 08:34 AM
bought new webspace yesterday. gonna set that up during the weekend hopefully :(
still need to re-root my 3delicious.de URL to that space...bureaucracy fu*ck ups...

i have a project milestone to accomplish ītil thursday so iīm right in the middle of production atm :eek:

sorry for any inconvenience!!!

BTW: I have new side project stuff thats kinda cool that will go into my new reel...maybe its a sign from above that my server is down. it says "redo your reel, earthling".

Neejoh
02-03-2008, 06:20 PM
It's been long, way to long since I've been here! School asked unreasonable hours from me and I had zero time for PFlow playtime. Luckily I'm sure to have some time for it the coming months.

Glad to see the thread still alive and kicking, I'll be spending the evening reading back ;)

amckay
02-03-2008, 08:52 PM
hey neejoh whats up

Neejoh
02-04-2008, 11:29 PM
Nothing. Watching the game, having a bud... ;)
I know, I know, old joke. But honestly, I missed the SuperBowl! So I'm watching it right now... Kinda lost the magic since I already know the outcome, but still.

The halftime show usually shows some cool CG, didn't you do something with the superbowl a while back?

Anyway, I have this idea in my head for an animation short which involves some particle effects on tires. I think I pretty much got it covered, but I know I will have questions down the road! I know where to find you guys!

Wicked
02-05-2008, 11:11 AM
Nothing. Watching the game, having a bud... ;)
[...]
Amen to that! ;)

(Doe je nog steeds CMD @ NHL? ;) )

my server is down!!! iīll deal with that within teh next day...
Because I couldn't open your Rapper_Pinboard_fahrt.flv online, I downloaded and tried to open it with other players. Since your server is down, I looked it up on my hd and mirrored it on my own space.
Hope you don't mind: www.wickedstuff.nl (http://www.wickedstuff.nl) /vfx/Rapper_Pinboard_fahrt.flv :)

Edit: file is no longer online

amckay
02-05-2008, 12:21 PM
true, true
hahaha

yeah we won an emmy for that superbowl piece!!

PsychoSilence
02-05-2008, 02:47 PM
Hy PFlow community!

As u might have noticed my website 3Delicious.de was down for about a week...The server crashed...

So i moved to a new server and a new provider! From now on my "Playground" Directory "SPIELWIESE" will be even faster and provides more webspace for scene files i post here :)

So i concider that as good news ;)

www.3Delicious.de is up and running again.

www.3delicious.de/spielwiese/Rapper_Pinboard_fahrt.mov
www.3delicious.de/spielwiese/Rapper_Pinboard.mov

Neejoh
02-05-2008, 03:05 PM
Amen to that! ;)
(Doe je nog steeds CMD @ NHL? ;) )Haha yeah, last half year of school (if everything goes like it's supposed to)!
Hy PFlow community!

As u might have noticed my website 3Delicious.de was down for about a week...The server crashed...

[..]

www.3delicious.de/spielwiese/Rapper_Pinboard_fahrt.mov
www.3delicious.de/spielwiese/Rapper_Pinboard.movGreat news PsychoSilence! But I hope no loss of data on that crash?
The video's look great. Too bad it's not real Z-depth material you're working with! How is the calculation and speed on this with PFlow box#3? If you had to do it again, would you still use PFlow for this kind of effects?

Glacierise
02-05-2008, 03:10 PM
Closeup is cool, but the movement is quite choppy.

And - congrats on the new website ;)

PsychoSilence
02-05-2008, 04:15 PM
Thank you Neejoh and Glacierise :)

NO, i didnt loose any important data. i backup my server once a week...so maybe 5-10 playblasts and maxfiles from the forums are lost...less then 10MB...

regarding your pinboard question: yes, i would use pflow for that kinda shots because it is easy to cache the files. normally you would use a scatter and displace modifier on a plane to achieve a similar effect. but box3 cache was essential here! so i could render it on multiple engines in no time and could adjust the shaders without any waiting on pflow...realtime timeline scrubbing ;) so i set up the scene, cached it to disk and THEN started to model the actual pinboard and assembled the shaders.

@ Glacierise: Yeah i totally suck at camera animation :scream::shrug:

Neejoh
02-05-2008, 04:33 PM
Interesting, so the box #3 has a better cache method than PFlow's original?

[edit]
Oh, I almost forgot! When I was reading back the other night I stumbled upon the discussion/question by PexElroy about the cool rigid body explosions by Brandon Riza. A while back I found this tutorial by Tyson Ibele (IMO one of the best artists in the bizz) on his website (http://www.tysonibele.com) showing a couple of cool tricks. Not how you can break-up the objects itself, but a pretty clear way on talking you through the process of all the debris and smoke. Take a look:

http://www.tysonibele.com/Main/Tutorials/Reactor_Pflow/wall_hit-2.jpg
End result: MOV (http://www.tysonibele.com/Main/Tutorials/Reactor_Pflow/wall_hit.mov) -- 2.5MB
Tutorial: AVI (http://www.tysonibele.com/Main/Tutorials/Reactor_Pflow/wall_hit.avi) -- 200MB

nitrocom
02-06-2008, 08:09 AM
Hey Neejoh,

Server is down or something else? Cause I cant take a look on them!

Anyway guys, how r u nowadays, I was kinda busy so I couldnt be here for a weeks to read clearly whats going on, school and jobs keep me busy, oh god what a month!

PS: BTW, man I cant really download it :)

PsychoSilence
02-06-2008, 10:58 AM
http://www.taylorjames.com/cgi-retouching/index.html

nice portfolio with fluid renderings and 3d retouching...some particle work ;)

cheers,
anselm

PsychoSilence
02-06-2008, 04:53 PM
Interesting, so the box #3 has a better cache method than PFlow's original?

[edit]
Oh, I almost forgot! When I was reading back the other night I stumbled upon the discussion/question by PexElroy about the cool rigid body explosions by Brandon Riza. A while back I found this tutorial by Tyson Ibele (IMO one of the best artists in the bizz) on his website (http://www.tysonibele.com) showing a couple of cool tricks. Not how you can break-up the objects itself, but a pretty clear way on talking you through the process of all the debris and smoke. Take a look:

http://www.tysonibele.com/Main/Tutorials/Reactor_Pflow/wall_hit-2.jpg
End result: MOV (http://www.tysonibele.com/Main/Tutorials/Reactor_Pflow/wall_hit.mov) -- 2.5MB
Tutorial: AVI (http://www.tysonibele.com/Main/Tutorials/Reactor_Pflow/wall_hit.avi) -- 200MB

this will be/already is possible with Box#2 or Thinking Particles both using Ageia PhysX...Maybe Oleg can drop a few lines because i wouldnīt do that even being on the beta team. Donīt wanna violate any NDA relevant issues... *tease :bounce::rolleyes:*

OlegB
02-06-2008, 06:09 PM
Yep, all with the exception of the cloth on the edge of the wall, is possible with Box#2 beta now.

Thanks,
Oleg B.

Glacierise
02-06-2008, 08:44 PM
Now that's a teaser! But no more info, I guess. Still, things should become pretty interesting 'round Siggraph time. There is even this guy from AME that said that work is being done on making pflow translate to game engine particle systems, with some restrictions. That and NVidia buying Ageia and mental images - looks like the fun is yet to come.

Steve Green
02-07-2008, 09:38 AM
Hi Oleg,

does the Aegia buy-out mean that the Box 2 is going to be delayed until it's clear how it's all going to work on the Nvidia side, or is the Aegia side of Box 2 reasonably complete?

Or can't you say?

Thanks,

Steve

OlegB
02-07-2008, 12:42 PM
does the Aegia buy-out mean that the Box 2 is going to be delayed

Nothing is changing so far; the development goes as planned.

Thanks,
Oleg B.

PexElroy
02-07-2008, 03:20 PM
Thanks Psycho for the info and links on his great video of how to use reactor in general blast cases.

Oleg - thanks for the Box #2 background info (which we all like to hear).

Messed with reactor enough to do these types of animations, it's the more complex ones that need a lot of planning and patience (like what blur may do); like if a fracture object is more random chunks and are touching, also with particles and with physics.

For example, reactor has no helper for a "blast force", so we could place it in the center of a fracture set we make and maybe set a start frame, power and other factors. It has no tools like this for a conventional way to blow up our fractures well from a localized zone.

avolution
02-07-2008, 03:29 PM
Correct me if I'm wrong; but I'd need Box #3 as a corequisite in order to have Box #2?


Yep, all with the exception of the cloth on the edge of the wall, is possible with Box#2 beta now.

Thanks,
Oleg B.

PsychoSilence
02-07-2008, 03:32 PM
For example, reactor has no helper for a "blast force", so we could place it in the center of a fracture set we make and maybe set a start frame, power and other factors. It has no tools like this for a conventional way to blow up our fractures well from a localized zone.

RayFire is the perfect tool for that! worth every penny! www.mirvadim.com (http://www.mirvadim.com)

check out RayXplosion!!!

JohnnyRandom
02-07-2008, 04:22 PM
RayFire is the perfect tool for that! worth every penny! www.mirvadim.com (http://www.mirvadim.com)

check out RayXplosion!!!

Quoted for agreement:)

Psycho, glad you got you web stuff sorted!

Steve Green
02-07-2008, 05:44 PM
Thanks for the update Oleg,

Cheers

Steve

PsychoSilence
02-07-2008, 05:51 PM
Quoted for agreement:)

Psycho, glad you got you web stuff sorted!

wait til u see the new paint fracture feature (it is an algorithm test for no so not featured yet) for RayFire that even takes care of proper gapping for ZERO interpenetration ;) ...only blastcode for maya can do that and is way more expensive ;) this will be total control about where to break stuff ;)

http://img135.imageshack.us/img135/5479/rayfirefractmap2xn5.jpg

mir-vadim
02-07-2008, 06:22 PM
With more fragmented map it works even faster. :)
http://img257.imageshack.us/img257/4228/rayfirefractmap3mj2.jpg

OlegB
02-07-2008, 06:43 PM
Correct me if I'm wrong; but I'd need Box #3 as a corequisite in order to have Box #2?

That's for the current phase of beta testing only; Box#2 commerial version won't require the actual presence of Box#3 but it has a bunch of additional options and finer control if you have Box#3.

Thanks,
Oleg B.

Neejoh
02-07-2008, 09:48 PM
Hey nitrocom, the links work fine over here.. Maybe his server was out for a moment?

Box #2 sounds promising, but it's yet another extra plugin that needs to be bought. I've tried the demo once, couldn't really figure out where to start ;) If I can do without, I'm gonna try that option first. Even though I know (from your stories) the boxes can open a whole other world in PFlow, I'm just not that an advanced user yet (I guess). But, again, sounds interesting!

About that new paint fracture feature for RayFire, how does it work? You paint cracks into an image and it builds an complete mesh model with cracks? Sounds VERY interesting, the things I've tried didn't exactly go as planned in Havoc due to bad sliced meshes :D

mir-vadim
02-07-2008, 10:54 PM
For now it only creates shapes using black and white texture, later I will use them to fragment predefined object.

Dont want to ruin anymore this thread with my tool, so better to ask questions here:
http://forums.cgsociety.org/showthread.php?p=4927580#post4927580

PsychoSilence
02-08-2008, 08:45 AM
You totally do not ruin the thread :)

fracturing issues are the most questioned in here by far iīd say :bounce:

PsychoSilence
02-08-2008, 09:02 AM
http://www.turbosquid.com/FullPreview/Index.cfm/ID/384802/&utm_source=Newsletter&utm_medium=258&utm_content=FumeFXdvd&utm_campaign=3B4S84

mohinder
02-08-2008, 08:34 PM
I would really apprecaite some help with this file. I am doing a walk-through that involves a row of water fountains and did a search on the forums and found this great example here:

http://forums.cgsociety.org/showthread.php?f=206&t=480780&highlight=particle+flow+fountain+water

Problem I am having is that since I am modeling alot of architecture all my units are set to millimeters ( under 'Units Setup' I have 'Display Units Scale' setup to Metric: Millimeters and my 'Systems Units' setup to '1 unit = 1 millimeter') so when I use these units the mountain is only 45mm tall!

I have really tried to figure this out by playing with the file and read through the limited tutorials on Particle Flow and searched the web and forums to figure out how to resolve this but in all honsesty I am a total novice and this is all way over my head! Anything I do more or less screws up the effect since I am really just taking stabs in the dark!

What I would like to do is have the effect exactly as it is but shoot up 2 meters ( the same height as the rectangle in the file) and continue to do so for a thousand frames and then come down instead of just lasting 200 frames in total. A row of about 5 of these fountains is required.

If anyone can help it would really save my bacon!

Thanks!

JohnnyRandom
02-09-2008, 06:31 AM
Problem I am having is that since I am modeling alot of architecture all my units are set to millimeters ( under 'Units Setup' I have 'Display Units Scale' setup to Metric: Millimeters and my 'Systems Units' setup to '1 unit = 1 millimeter') so when I use these units the mountain is only 45mm tall!


Have you tried selecting the Pflow and associated objects and use the rescale world units for the selection?

mohinder
02-09-2008, 08:16 AM
Have you tried selecting the Pflow and associated objects and use the rescale world units for the selection?

Thanks. didnt even know that utility existed. Doesn't seem to work with particles. The fountain reachs the correct height but all the dynamics go out of form.

Any other ideas please?

JohnnyRandom
02-09-2008, 05:23 PM
Haven't had to deal much with pflow world scale related issues but it seems since you increased the scale of the flow, you will have to increase the strength of your forces by apprx. the same amount. I would guess to say you have to move them in proportion as well. Just a thought.

mohinder
02-09-2008, 06:46 PM
Great! That seems to do the trick. Not quite the same as the original but close enough. I'll play around with the parameters until its more or less what I need.

I adjusted the birth values so that the fountains persists for a 1000 frames instead of 200. For some reason the fountain shrinks for the fist 200 frames then increases to the height I require.

Any ideas what could be causing this change. I checked that nothing has been animated over time so am not sure why it is doing this.

Haven't had to deal much with pflow world scale related issues but it seems since you increased the scale of the flow, you will have to increase the strength of your forces by apprx. the same amount. I would guess to say you have to move them in proportion as well. Just a thought.

JohnnyRandom
02-09-2008, 08:10 PM
I adjusted the birth values so that the fountains persists for a 1000 frames instead of 200. For some reason the fountain shrinks for the fist 200 frames then increases to the height I require.


The problem seems to lie in the drag space warp, it is set to run from frames 0-210, yet you particle emision begins at frame -200 - +900. Changing the drag to run the full duration brings the whole animation to the "calmed down" state. You could remove the drag altogether or increase the speed.

mohinder
02-09-2008, 11:36 PM
The problem seems to lie in the drag space warp, it is set to run from frames 0-210, yet you particle emision begins at frame -200 - +900. Changing the drag to run the full duration brings the whole animation to the "calmed down" state. You could remove the drag altogether or increase the speed.

Thanks again.

mohinder
02-10-2008, 02:43 PM
Another quick question. I copied the particle flows to form a row of fountains but when I render, the copys dont have any motion blur applied to the image. I made sure the Object Properties of the PF Flows had motion blur enabled. Is there another parameter in the PF Flow I am overlooking somewhere?



The problem seems to lie in the drag space warp, it is set to run from frames 0-210, yet you particle emision begins at frame -200 - +900. Changing the drag to run the full duration brings the whole animation to the "calmed down" state. You could remove the drag altogether or increase the speed.

mohinder
02-10-2008, 05:42 PM
http://www.orbaz.com/forum/viewtopic.php?t=144

One of those maxs peculiarities. Seems like you have to right-click in the Particle View window and not the Viewport to enable Motion Blur for each P-Flow.


Another quick question. I copied the particle flows to form a row of fountains but when I render, the copys dont have any motion blur applied to the image. I made sure the Object Properties of the PF Flows had motion blur enabled. Is there another parameter in the PF Flow I am overlooking somewhere?

PsychoSilence
02-12-2008, 01:18 PM
http://www.newyorker.com/online/video/conference/2007/muren

Dennis Muren, the senior visual-effects supervisor for Industrial Light & Magic, talks with David Denby about his craft, his sources of inspiration, and how to translate a director’s vision into special effects.

PexElroy
02-18-2008, 04:27 PM
Thanks for video link Pyscho, great stuff in what Dennis is covering here - and please keep the RayFire links and content going too, it is very much a side-by-side tool with PFlow ;)

amckay
02-18-2008, 07:36 PM
I still gotta get my ass in gear and check out rayfire psycho, it looks bad ass
just flat out with work right now
keep up the great work ;)

depleteD
02-19-2008, 12:47 AM
Any heavy box 3 users here?

JohnnyRandom
02-19-2008, 01:17 AM
Any heavy box 3 users here?

Me not being one of them, I could probably count them all on one hand:surprised(the ones I know of anyway)

charleyc
02-19-2008, 03:11 AM
Any heavy box 3 users here?

Do you need something specific?

Cryptite
02-19-2008, 03:41 PM
I still gotta get my ass in gear and check out rayfire psycho, it looks bad ass
just flat out with work right now
keep up the great work ;)

For sure. I can think of so many uses for that kind of thing.

amckay
02-19-2008, 05:13 PM
I think automating a lot of your effects is definitely the way to go.
I wrote a script for pflow/afterburn to distribute fume containers to each particle system and offset based on their particle event. so you can do complex afterburn explosions which also have fume fx in there too. neat little tricks like that.

my laptops not online right now but I'll try to put the scene file up tonight once I get back to my hotel. but my idea is to build large asset libraries of explosions and fire and be able to call them when needed for each particle system etc. adding a whole new level of automation for utilizing with particle systems.

PsychoSilence
02-19-2008, 06:02 PM
I think automating a lot of your effects is definitely the way to go.
I wrote a script for pflow/afterburn to distribute fume containers to each particle system and offset based on their particle event. so you can do complex afterburn explosions which also have fume fx in there too. neat little tricks like that.

my laptops not online right now but I'll try to put the scene file up tonight once I get back to my hotel. but my idea is to build large asset libraries of explosions and fire and be able to call them when needed for each particle system etc. adding a whole new level of automation for utilizing with particle systems.

maybe send it to me in skype next time ;)

grury
02-19-2008, 10:02 PM
I think automating a lot of your effects is definitely the way to go.
I wrote a script for pflow/afterburn to distribute fume containers to each particle system and offset based on their particle event. so you can do complex afterburn explosions which also have fume fx in there too. neat little tricks like that.

my laptops not online right now but I'll try to put the scene file up tonight once I get back to my hotel. but my idea is to build large asset libraries of explosions and fire and be able to call them when needed for each particle system etc. adding a whole new level of automation for utilizing with particle systems.

That sounds pretty neat Allan. I like those yours presets in PFlow, I use them a lot as a starting point, for exemple saves me a lot of time when I want a nice turbulent bunch of particles, I start with the cigarrete smoke preset, and then take it from there.
Does this your new script take into account the scale of the scene, or is it specific for your normal setup/units.

Cheers.

amckay
02-20-2008, 04:57 AM
its a bit ghetto however this was just a proof of concept which I literally wrote on paper on a plane and then wrote up when I get into my hotel room ;) so it works however there are probably more practical ways to do it.

the idea is that you run a sim, make a cool explosion or whatever effect you're after. Delete the emitters and lights from the scene.

make your pflow event. copy and paste the scripted test (technically it could be an op but I went for a test) into the script test event, then it will gen a box where each explosion needs to be, and names the box the same frame for reference. then you run the hero script and it brings in the container, adds the master light from the scene to it and offsets the timing of the container.

the pflow event with the script you would basically have like on particle collision it goes to a new event, which runs a script test, which plugs to a new event that spawns explosions and other particles etc.

so its a pretty basic concept however it'll be useful for distributing fume containers with particles. It wouldnt be hard to add the ability to read in random explosions too, just put them into an array of files and randomly pull them in.

http://www.allanmckay.com/pflowFFXScript.zip

there's a video with it which shows how to use the script, but its dead simple. There's no audio because i couldnt be bothered doing a propper vid but it should help clear things up if noone understands :)

feel free to distribute the file (in tact).

-Allan

SoLiTuDe
02-20-2008, 06:12 AM
Heh... right on allan. Me and Cryptite were kind of working on the same thing. I had used bobo's placement script to place the grids, then offset the timing on top of that as well. The hard part was getting the angle and such.... was getting there, but then I got way busy, and haven't touched it since. Looks like you beat me to it! I'll check it out later. This whole thing was on my list of things to do (when i get the time which will prob be never!)

PsychoSilence
02-20-2008, 08:49 AM
keep em coming guys! :)

would be nice to work togehter on an "in theory almost perfect fume/PFlow/AB pipeline". im willing to share stuff such as custom pflow operators i did etc. fume presets maybe...what ever would be needed...maybe we can make it a CGS article for others even.

cheers,
anselm

amckay
02-20-2008, 04:06 PM
SoLiTuDe haha cool yeah it was in the back of my mind as one of those things to try and I havent had time to piss lately let alone play around - but then I thought about it on a plane trip when I had nothing better to do but pop sleeping pills. So I'm sure there are better ways to do it but it seemed to work. Its more one of those things that can open up much more potential to better things later. I think this way you can create some kickass explosions using pflow and afterburn as well as fume fx for some of the core elements. And expand it to call random containers and multiple containers such as smoke etc too.

so its more a placeholder for someone to do something better with ;)

also in case nobody knows - this might be stupid but I never tried it til the other day but the afterburn pflow event works for fume fx so you can trigger pflow events via the ab pflow helper. I think I already knew that but I never tried it until the other day!

SoLiTuDe
02-20-2008, 06:47 PM
also in case nobody knows - this might be stupid but I never tried it til the other day but the afterburn pflow event works for fume fx so you can trigger pflow events via the ab pflow helper. I think I already knew that but I never tried it until the other day!

Haha Old news dooood! :D Yeah I made a setup for random bullet hits on a "battlefield" using pflow + placement script. Real simple, but real useful. I had setup like 3 dif. fume "hits" and just duplicated them a crapload of times and then used bobo's placment script + random rotation (just Z) + time offset. Worked out really well. I had trouble d/ling your file last night -- I'll try again. I found that this way way pretty simple and rather effective. I'm sure we can all come up with a good way together... the hard part is finding the time! I worked on that with Cryptite like 3 or 4 weeks ago, and haven't been able to open it again at all.

amckay
02-20-2008, 08:22 PM
yep know what you mean
times not on anybody's side!

charleyc
02-21-2008, 12:21 AM
also in case nobody knows - this might be stupid but I never tried it til the other day but the afterburn pflow event works for fume fx so you can trigger pflow events via the ab pflow helper. I think I already knew that but I never tried it until the other day!

The best part is that I seem to recall hearing this from some crazy australian dude doing the FFX demo at Siggraph last year. :P

SoLiTuDe
02-21-2008, 05:27 AM
Hey allan -- still can't d/l your file for some reason. It gets like 1/4 of the way through and just stops every time... anybody else having any issues downloading it?

grury
02-21-2008, 07:58 AM
Hey allan -- still can't d/l your file for some reason. It gets like 1/4 of the way through and just stops every time... anybody else having any issues downloading it?

It took a while (altho I was watchin Net Tv at same time, so that may have been the reason :) ) but eventually did come down.

entrancea
02-21-2008, 08:17 AM
he he....left it to download and checked back 1 hr later and it was 5% done although I have a fast net access....So the next best thing I did was go to sleep and next mornin...walla....files downloaded:D .....But on another note I was trying out something like make a Fume Sim...Then use Pflow to read the FFX data with the Fume Follow with an simple Birth Event and the once Pflow reads in all that data and behaves like Fume I used After Burn to render the particles and it was a really cool thing....I used the Fire from Fume and the smoke Shaders from After Burn and what came out was pretty cool indeed....But the Fu**ing power fluctuated right when I was saving the file and the Max file got corrupted:eek: so I'll be redoing the scene and will post a WIP when I have something good to show:D .....It'll probably be an explosion(and again).....But hey...I love exploding things dude.....

Yeah the AB event does work with Fume and PFlow...That I got to know sometime back thanks to Ian ofcourse;) .....

Regards,
Entrancea

Wicked
02-21-2008, 11:08 AM
http://www.allanmckay.com/pflowFFXScript.zip

there's a video with it which shows how to use the script, but its dead simple. There's no audio because i couldnt be bothered doing a propper vid but it should help clear things up if noone understands :)

feel free to distribute the file (in tact).

-Allan
Hope you don't mind. I (temporarily) mirrored your file at: www.wickedstuff.nl/vfx/pflowFFXScript.zip (http://www.wickedstuff.nl/vfx/pflowFFXScript.zip) :)

amckay
02-21-2008, 04:29 PM
ah thats odd
I will put it up on the weekend without the vid, I'll also put up a dozen or so other scripts for fume and pflow if I get time

Neejoh
02-26-2008, 05:56 PM
The best part is that I seem to recall hearing this from some crazy australian dude doing the FFX demo at Siggraph last year. :PI wonder who that could be haha

amckay
02-26-2008, 08:38 PM
well.. I AM crazy :)
I already gotta go to court for partying a little too hard Friday night in new york with my mates ;) haha

Glacierise
02-26-2008, 09:25 PM
Haha no way, what did you do?! Kinda reminds me of my own case - a club I like tightened securite after my last drinking there :D

amckay
02-26-2008, 09:41 PM
haha yeah good times, too many vodka shots friday night I'll just say that much :P

change of subject - I didnt know that krakatoa particle caches retime, isnt that great you can totally slow down your sims if you want to after they're cached to disk... that was a good change of subject right?! :-)


if I get time tonight I will release some scripts finally. been working around the clock on the current show - but hopefully will get off my ass by then!

ahmedsheeraz
03-02-2008, 06:22 PM
hi all pflow gurus....I was watching brandonriza website where i see a quicktime mov of large number of particle arrows behave in a very realistic manner http://brandonriza.com/3DVisualEffects/HTML/WarHammer--RandD.htm

just curious to know will it be possible using pflow tools box 2 ?

anyone plz put some light on how he achieved that effect and how we can achieve something similar :) ?

amckay
03-02-2008, 08:27 PM
you dont need any box sets to do that, I release some demo scenes back in 2003 showing a pretty similiar arrows set up.
I've just made a quick (very simple) mock up of I guess how the scene is set up..

http://www.allanmckay.com/demo/arrows/arrows.mov
http://www.allanmckay.com/demo/arrows/arrows.max (max 9)

hope that helps

Cool I never seen riza's site, worked with him at blur, hes a very talented guy!

PS. pre released some scripts here for pflow, ab and fume fx: http://forums.cgsociety.org/showthread.php?p=4986378#post4986378

ahmedsheeraz
03-02-2008, 08:36 PM
thanx mckay......goin to see that max file....thanx alot.

Neejoh
03-02-2008, 09:58 PM
So basically, instead of Lock/Bond (if I remember correctly) you just use an collision spawn to register a hit, remove the original particle and spawn a new one in it's place?

amckay
03-03-2008, 12:34 AM
actually you dont even need to do that, just make it 2 collisions, there's no need for it to be collision spawn.. I just decided to that time..


but yes its pretty straight forward.

hope that helps!

That scene file is pretty simple, its a tutorial file not a production file, so I'm sure you'll be able to make it more pretty : )

amckay
03-03-2008, 03:39 AM
By the way, released a bunch of tutorials today too - they're mainly introductory tutorials to get people running with maxscript and fume etc.
http://forums.cgsociety.org/showthread.php?p=4987059#post4987059

Bobo
03-03-2008, 05:22 AM
change of subject - I didnt know that krakatoa particle caches retime, isnt that great you can totally slow down your sims if you want to after they're cached to disk... that was a good change of subject right?! :-)


You must have missed the StudioDaily Tutorials we posted last August - one of them shows the retiming:
http://www.studiodaily.com/main/news/feed.rss/8500.html

It's one of my favorite features actually - we do a lot of the effects by retiming particle sequences, especially by playing them backwards :)

The other important feature is the deformation of particle sequences - we have a shot where the client is changing the underlying geometry daily and we simply tweak the fume simmed particles to adapt to the new mesh with some FFDs... ;)

Btw, I just recorded a couple of Krakatoa 1.1 overview tutorials which we hope to release soon (together with the Krakatoa 1.1 update, that is)

amckay
03-03-2008, 03:15 PM
hey Bobo how are you doing mate? Yeah I've been totally out of the loop with krakatoa, I've been doing a big co production the last 6 months between my company and a houdini studio, so most of our work has been all houdini. That and juggling beers (as you know I like to do haha) I havent had much time to keep up to date with everything. So I'm trying to get back on top of all the new toys that are out right now!

Yeah I totally love it, its so stable and fast, and you can layer up several particle cached assets to make 10's of millions of particles easier, and reuse them wherever you like. its like mesher on steroids : )

Bobo
03-03-2008, 03:24 PM
Yeah I totally love it, its so stable and fast, and you can layer up several particle cached assets to make 10's of millions of particles easier, and reuse them wherever you like. its like mesher on steroids : )

Another very cool thing coming your way - in Krakatoa 1.1, you will be able to load a PRT sequence back into PFlow and make it look identical to the original, including all birth and death events (provided you saved an ID channel with the PRT file). In 1.0, you could load only static particle counts (no births and deaths).
So now it will be possible to save a PFlow, retime/deform it to your heart's desires, then load it back into PFlow and layer new operators on top if the client changed his mind... Then repeat if necessary.
In short, we made the workflow completely circular.

amckay
03-03-2008, 06:44 PM
thats amazing!

PsychoSilence
03-05-2008, 04:49 PM
Hy folks,
just posted my new reel over there at the animation forum :)
Maybe drop a line if you like it.

http://3delicious.de/flash/showreel-stills_2008-1.jpg (http://www.3delicious.de/flash/gallery/3Delicious_Showreel_2008-1.mov)

http://www.3delicious.de/flash/gallery/3Delicious_Showreel_2008-1.mov


with kindest regards,
anselm

amckay
03-05-2008, 09:53 PM
great work mate looks excellent keep up the excelent work

grury
03-06-2008, 08:34 AM
Nice one Anselm. That car commercial looks rad.
Not too sure about the clip with the 3 catoony kids, not the same level of quality.

Cheers

PsychoSilence
03-06-2008, 10:13 AM
thanks guys :)

@ grury: did that over a year ago but wasnt allowed to show it til now. i did the fx for it only (shattering glas, fire, dynamics etc):

you can see the full movie here:
http://www.soulpix.de/clips/projects/fbm.mov
big kutao to kai stavginski and kai wolter and soulpix here!

what i liked about the project was that is was not "photoreal"...after doing "photoreal" since quite a while now iīm always happy if i get involved in more artistic kinda projects. thatīs why i love the footaball masters and the hugo boss china town part :)

i was about to produce 2 reels (shading VS vfx) as a double feature since a yeah now...but no time at all :D

amckay
03-07-2008, 04:34 PM
Its Friday!! I need a beer

PsychoSilence
03-07-2008, 04:41 PM
Its Friday!! I need a beer

the way to do it!!!

Glacierise
03-07-2008, 04:56 PM
You German people might not be the biggest drinkers but beer's like water to you I must admit :D

loran
03-07-2008, 05:11 PM
beer......

PsychoSilence
03-16-2008, 12:27 PM
one week no posting...im dissapointed!

i post some stills to encourage others to post their stuff here too...

cheers to all overnighters and weekend warriors, i feel your pain right now!

anselm

Glacierise
03-16-2008, 12:57 PM
Creative nosepoking is the way to go!

JohnnyRandom
03-16-2008, 04:55 PM
LOL, made my morning:)

ahmedsheeraz
03-18-2008, 04:52 PM
Hi all, have a question here. How can I get a particle trail (spawn by Travel Distance) starting all over the surface of the particle instead of it's center (when my particle is a shape instance)? plz have a look at the file. Actually I want to use fumefx afterwards and with the current setup of trail, fume is not giving acceptable results.

plz hv a look at the file.

....and thanx in advance :)

CapitanRed
03-18-2008, 05:12 PM
I'm not sure if this is possible by just taking the shapeinstance operator. prehaps with the box tools, but i don't know that.
what you could do instead is apply a script.

store all your objects into an array that should serve as particle emitters:
emitterArray = $emitterObj* as array

then drive your objects by the particles:

for in 1 to count do(
emitterArray[i].position = pCont.ParticlePosition
)

and now add all your emitterObj's into the next particle birth operator to emit particles from them.

I haven't scripted particles for some time,so I can't give you a whole script. but this shoud show the idea.
I'm sure some guys here will show you better scripts if needed :)

edit___________
I totally forgot to mention that for fume this will not make a big difference as it looks to a particles position, and calculates a area around it by a radius, which you can set in the fume emitter settings. i personally tink that you should first give that a try ;)

ahmedsheeraz
03-19-2008, 08:44 AM
well...u r suggesting a completely new approach and is not applicable to this scene as the object is a particle itself. everything in the scene is pflow and no "external" objects. but I will try the other option u suggested.

thanx anyways.

...will post an update if I screw the problem down.

PsychoSilence
03-19-2008, 10:24 AM
F*ck!

My traffic limit of 100gig per month was exceeded within the first 4 days...i got a mail that my current traffic for the first half of march (01st-15th) is 302gig atm...they force me into another contract which is more then 4 times as expensive :D

anselm

grury
03-19-2008, 10:31 AM
Time for a change of host..me says.
Just get one that provides unlimited bandwith.
I been with this guys: http://www.streamline.net for 2 years now and I'm pretty happy.

entrancea
03-21-2008, 03:11 AM
Hey Guys,
Long time no posting here.Well say I was doing something where there is a ground which is breaking up and crumbling down.And there would be some objects there which would fall down when these chunks would fall down...Now I was wondering how to use reactor for this?I mean I used PFlow to create the chunks and now they are falling fine.....But how can I make these react with these objects?I added the objects to the rigid body collection and the PFlow to one more RBC......But no results....Could anyone shed some light on this matter?:)


Thanks and Regards,
Entrancea

PsychoSilence
03-21-2008, 11:09 AM
u either have to bake the particles as mshes with pflow baker or use reactor for the bigger chunks and emit particles from their edges eg.

hereīs a tutotial on RPB

http://www.allanmckay.com/tut/amckay_PRB.avi
http://www.allanmckay.com/tut/test.swf

Glacierise
03-21-2008, 11:48 AM
Mesher, dude ;)

PsychoSilence
03-22-2008, 01:55 PM
http://news.awn.com/?&newsitem_no=22620

:sad::cry::curious:

and an interesting survey:

http://www.surveymonkey.com/sr.aspx?sm=q_2fGmnlodxA76Idxi2X0PFcMcNxLpDF82tH_2bu5NDDVzI_3d

entrancea
03-23-2008, 09:35 AM
Hey guys....Thanks for the link...but somehow when I tried to play it the player said that the file was either corrupted or it was an unsupported format.......I installed Techsmith codec but still nothin....any clue why?

Regards,
Entrancea

entrancea
03-23-2008, 10:49 AM
http://news.awn.com/?&newsitem_no=22620

:sad::cry::curious:

and an interesting survey:

http://www.surveymonkey.com/sr.aspx?sm=q_2fGmnlodxA76Idxi2X0PFcMcNxLpDF82tH_2bu5NDDVzI_3d


First link doesn't seem to open...anyone having same problems?
Second link works.......Nice,interesting and informative....:D


Regards,
Entrancea

Glacierise
03-23-2008, 04:54 PM
AWN is down now, what's the story about?

Wicked
03-23-2008, 05:06 PM
I read it yesterday. Sad news indeed. Did a quick search @ google on this tragic news:
http://www.visionsfantastic.com/forum/showthread.php?t=21942
http://pixarblog.blogspot.com/2008/03/death-of-justin-wright.html

So young.. :cry:

entrancea
03-23-2008, 05:18 PM
I read it yesterday. Sad news indeed. Did a quick search @ google on this tragic news:
http://www.visionsfantastic.com/forum/showthread.php?t=21942
http://pixarblog.blogspot.com/2008/03/death-of-justin-wright.html

So young.. :cry:


Oh no....Not Fair....:cry::argh:

PsychoSilence
03-23-2008, 08:50 PM
I read it yesterday. Sad news indeed. Did a quick search @ google on this tragic news:
http://www.visionsfantastic.com/forum/showthread.php?t=21942
http://pixarblog.blogspot.com/2008/03/death-of-justin-wright.html

So young.. :cry:

thanks for putting up the links. just read ALL the blogs. may he be an idol: heart disease since day of birth > heart transplantation at the age of 12 > but still made it to work at pixar...where he died at the age of 27 due to a heart attack.

my condolences to family and friends

now back to topic iīd say.

cubecube
03-26-2008, 10:01 AM
There's your scene dude:

http://cravenous.com/scenes/scaling.max

I can not download the file.
Would you upload the file?

Sorry bad English.

bigquix
03-29-2008, 04:18 AM
hi guys,
I have faced a bothering problem in PF.
I have an object with a multi sub-object material (with 2 sub-materials) assigned to it (we call it material A which contains B and C). these objects are the instances that I want to use as particles.
I want the material of these particles change into another material based on their age. (I mean B and C change into D at the same time). my solution was to have a blend material which has A as material 1, and D as material 2 with a particle age map as the mask.
now the problem is that whenever i use "material Dynamic" in PF, my whole object appears with material B which morphs to D, but material C is disappeared! I can't use "assign material ID" in material Dynamic, cause it randomly changes my whole object into either B or C entirely.
I'm totally confused. is there anybody who can solve this for me ?

Glacierise
03-29-2008, 04:35 AM
What renderer are you using? I've found that MSO and pflow don't work with mr.

@cubecube: I don't have a host at the moment - call me up on skype and I'll send you the scene.

PsychoSilence
03-29-2008, 10:59 AM
hi guys,
I have faced a bothering problem in PF.
I have an object with a multi sub-object material (with 2 sub-materials) assigned to it (we call it material A which contains B and C). these objects are the instances that I want to use as particles.
I want the material of these particles change into another material based on their age. (I mean B and C change into D at the same time). my solution was to have a blend material which has A as material 1, and D as material 2 with a particle age map as the mask.
now the problem is that whenever i use "material Dynamic" in PF, my whole object appears with material B which morphs to D, but material C is disappeared! I can't use "assign material ID" in material Dynamic, cause it randomly changes my whole object into either B or C entirely.
I'm totally confused. is there anybody who can solve this for me ?


Dou You have any Toolboxes for PFlow installed?
If so you should have more control over mapping and materials timing and acquiring wise:

bigquix
03-29-2008, 06:16 PM
i tried that, it does not work, my whole object appears with one material ID, i mean material ID 1. :(

PsychoSilence
03-29-2008, 07:19 PM
can you post the scene?

bigquix
03-29-2008, 08:00 PM
here I post the file.
the current problem is that all of the particles change their material at the same time, regardless of their age.
if you turn on "assign material ID", their material change base on their age, but the whole object will have one material ID only, either 1 or 2!
the material i made is just a sample.
I use max 9

thanks for your notice

ahmedsheeraz
03-29-2008, 10:17 PM
here I post the file.
the current problem is that all of the particles change their material at the same time, regardless of their age.
if you turn on "assign material ID", their material change base on their age, but the whole object will have one material ID only, either 1 or 2!
the material i made is just a sample.
I use max 9

thanks for your notice

the problem can b solved a bit by using Age Test and in the new event, again using the same material with checking "Assign mat id". In the birth event material, this option remained unchecked. But the prob is somewhere in ur material I think....mayb some guru guide you better.

PsychoSilence
04-01-2008, 10:34 AM
As insiders revealed yesterday Orbaz and Autodesk finally settled an agreement to finish the work on legacy tools such as deflectors (Omniflects and DynaFlects) for future releases of Max200X as they made the godfather of max particles an offer he couldnīt refuse.

Glacierise
04-01-2008, 11:08 AM
Oh, it's that time of the year again :D

JohnnyRandom
04-01-2008, 05:42 PM
As insiders revealed yesterday Orbaz and Autodesk finally settled an agreement to finish the work on legacy tools such as deflectors (Omniflects and DynaFlects) for future releases of Max200X as they made the godfather of max particles an offer he couldnīt refuse.

Excellent!:bounce:

PsychoSilence
04-03-2008, 11:44 PM
- when u set Object Properties in the properties Menu in PFlow for MBlur or G-Buffer IDs e.g. and save/close your scene all settings are greyed out/set to None when u re-open your scene...so much fun to set object properties over and over again when u have 5+ PFlows in your scene...

- the camera IMBlur fix operator from the freebies causes the particles to fall straight down on the vertical axis with out taking any force or direction into regard when u want to cache them with the regular cache op. at least when they get their speed by surface...

- as back in max9 you canīt render EXR images over a render manager like backburner using itīs extra channels such as nodeIDs (discussed here: http://forums.cgsociety.org/showthread.php?f=98&t=616072 )

- particles in the viewport that are positioned before a mesh/ that cover up a mesh are not visible properly.(might be a graphic card setting. my max is set to Direct 3D atm). I can only see them when i scrub the timeline.

- force influence spinners in pflow that are set to a different value then default change their values slightly sometimes after re-opening a scene. maybe a new rounding values thingy they implemented. itīs usually 1 value up or down. 2000 > 2001 after reopening. same goes for visiblity spinners 1,0 > 0,995...really no biggy and not every time but still annoying...I wanna set the rules ;)

- some particle events are disconnected when you re-open a scene

2008 is the WORST update in my entire cg career...

JohnnyRandom
04-04-2008, 01:48 AM
LOL, funny because I happened to be reading a thread at orbaz about deflector issues. What a sucker:shrug::D

PsychoSilence
04-04-2008, 10:41 AM
iīm desperately missing the EXTEND DEADLINE opertator! :bounce:

PsychoSilence
04-04-2008, 01:13 PM
fun...

pretty mush the same setup with same collision spawn settings. just diff speed, position object and col.object:

MAX9
http://3delicious.de/spielwiese/max9_1.gif

MAX2008
http://3delicious.de/spielwiese/max2008_1.gif

MAX2008
http://3delicious.de/spielwiese/max2008_2.gif

Glacierise
04-04-2008, 01:35 PM
Having the gravity after the collision is generally a bad idea ;)

PsychoSilence
04-04-2008, 01:37 PM
Having the gravity after the collision is generally a bad idea ;)

not if you have any kind of splashes that need to go down again ;)

Glacierise
04-04-2008, 02:53 PM
Maybe you could use one more event, with instance of the gravity operator there too? I've always had problems with setups that have force after collision.

Bandu
04-04-2008, 04:44 PM
not if you have any kind of splashes that need to go down again ;)

DUDE...!
use the force, Luke!
before you collide...
Always...

Bandu

charleyc
04-04-2008, 06:29 PM
I get no difference in R9 or 2008 with this, both work exactly as expected. Can you post your 2008 scene? Occasionally I have gotten strange things when I leave Operators in the Event that are turned off, although it usually has to do with Tests. But this is odd.

PsychoSilence
04-05-2008, 12:04 PM
I get no difference in R9 or 2008 with this, both work exactly as expected. Can you post your 2008 scene? Occasionally I have gotten strange things when I leave Operators in the Event that are turned off, although it usually has to do with Tests. But this is odd.

dear charley,
unfortunately i canīt post any scene file atm :( its under nda. i will assembly a demo file with my issues maybe later today. i could get rid of the udeflector collision thing by rebuilding the system from scratch...but thatīs kinda annoying if u have 20 scenes ahead and doesnīt work in all cases :(

in my particular case neither simple collision nor collision spawn works...what ever i pipe into the next event after the collision it leads to a total delete of the collided particles. in viewport and render :shrug:

PsychoSilence
04-07-2008, 04:12 AM
i recently gave an interview at the cgarena mag...:deal:

http://www.cgarena.com/freestuff/ezine/images/apr_may08_issue.jpg (http://www.cgarena.com/files/download/download.php?id=cgarena_apr-may2008_mag.zip)

http://www.cgarena.com/freestuff/ezine/apr2008.html

with kindest regards,
anselm

Wicked
04-07-2008, 10:14 AM
Very nice article! Thanx for this boost of motivation on this early morning ;)

(Btw: do you also have a .pdf of your Freelancer's Manifesto - A Collection of advices (http://www.cgarena.com/freestuff/tutorials/misc/freelancers/index.html) article?)

Glacierise
04-07-2008, 11:09 AM
Oh dude they even put your poo shot in the mag :D awesome! :D And a good intervew too ;)

PsychoSilence
04-07-2008, 02:38 PM
i recompiled it for you:

http://www.3delicious.de/spielwiese/Freelancer-Manifesto.pdf

but be aware that this version is not as complete as the online version! i added tons of informative links to the appendix and extra tipps!

really glad you like it :)

kind regards,
Anselm

PsychoSilence
04-10-2008, 05:41 PM
I purchased the new GLU3D 1.3.19 for my notebook today so i can play while on tour (which is about 250 days per year) :bounce::bounce:

looks more stable to me on max9! but havenīt done any fancy setups yet...gonna set it up with RayFire to have even more convincing blood and guts ;)

i just returned home from my hamburg assignment...when i demoed pflow+boxes and rayfire to the maya vfx dept. there it took them quite a while until they closed their mouths again :thumbsup: wonder what would have happened if iīd have had TP3.......

kind regards,
anselm

Glacierise
04-10-2008, 06:10 PM
We all know Maya is a dead rat effects-wise :D Glad to hear you'll be making glu guts and blood, post whenever you can!

DaForce
04-12-2008, 04:44 AM
So, I have this little situation which I thought one of you fine individuals might be able to help me out with :beer:

What I am essentially trying to do, is move some objects (a pre fragmented logo) to some text to make it spell out some various words.

Im am kinda taking 2 ideas from 2 of Allan Mckays video tuts, On which is moving particles from object A to object B, the other is fragmenting an object and assinging 1 particle per fragment piece.

So in testing im just using a fragmented plane, and all the particles are where where they should be. The problem I am having is getting them going to the object properly, well kinda.
I can get them to go to the object properly using the same method in his tut using a script operator that captures the position of the particles on the 2nd object then you use find target and the vector info to move the pieces from their original position to the 2nd object.
So I had it all basically working except they never lined up properly to the original mesh/position. What I have tried to do is store the vector info for both object A and B and somehow use that, but so far.. thats not really working.

So what I need is for the particles to fly from object A (having all the particles lined up correctly so it still looks like a proper full logo.. or plane in this case) using a deflector as in activator or something.. thats easy to setup, swish around in the air abit (again.. easy to setup) then form letters of text by basically making them take on the shape of a text object, so the words are spellout with bits of the fragmented logo.

Its primarily the first and the last bits im having troubles with, they work fine on their own, but put together (well the way Allan did it in his tut) it doesnt seem to work properly.

Im sure its something deadly simple that I have overlooked.. but im kinda stumped at the moment. :banghead:

Thanks :D

Wicked
04-12-2008, 05:09 PM
Hmm, it doesn't sound that complicated..
Could you post a screenshot of your problem? Or even better, your scene? (preferably Max 8 or 9)

DaForce
04-13-2008, 04:23 AM
Yep it was extremely simple. I just should not have been attempting it with only 3 hours sleep under my belt.

I was over complicating a very simple flow.

Sorted it in no time at all this morning.
Will spruce it up with some forces later on.

Thanks :thumbsup:

http://img181.imageshack.us/img181/9068/pflowfragtestco7.th.jpg (http://img181.imageshack.us/my.php?image=pflowfragtestco7.jpg)

amckay
04-15-2008, 01:17 AM
put up two new minor vids just fyi. Goddamn there's been some cool posts recently, I gotta play catch up on some of my reading nice work guys!

Just a very quick look at AB4's new features.
www.allanmckay.com/tut/AB4_Intro.avi

New maxscript tut which is basically covering how to read values in a max file and write them out to a text file, as well as read in files from a specific directory etc. Just a bit more left field examples of maxscript rather than reading object properties etc.
www.allanmckay.com/tut/maxscript_03.avi

pixel9
04-15-2008, 08:49 AM
Nice overview, Allan. Thank you :thumbsup:

PsychoSilence
04-27-2008, 03:25 PM
over a week no posting here...Iīm dissapointed :)

bigquix
04-27-2008, 06:26 PM
Hi there.
I'm here with another question that might be not so much related to particle flow. But I desperately post it here, maybe someone can help me.
I have some problems with my FumeFX dialogue box, whenever I touch it, it shrinks down so that I can't have access to its parameters, and there is no way to change the window size,
to tell you the truth, it also happens to some other windows in max, such as material editor and render window in which the name of some of the parameters are not shown properly
here I attach an image so that you can see what I mean:

http://i16.photobucket.com/albums/b44/bigquix/fume_01.jpg

http://i16.photobucket.com/albums/b44/bigquix/fume_02.jpg

JohnnyRandom
04-27-2008, 09:49 PM
I think it has to do with the windows font size, you using something other than default?


Nice pic Anse, LOL, nothing better than a Mullet Hair cut, acid bleached jeans, NES and a big thumbs up:D

PsychoSilence
04-27-2008, 11:22 PM
Hi there.
I'm here with another question that might be not so much related to particle flow. But I desperately post it here, maybe someone can help me.
I have some problems with my FumeFX dialogue box, whenever I touch it, it shrinks down so that I can't have access to its parameters, and there is no way to change the window size,
to tell you the truth, it also happens to some other windows in max, such as material editor and render window in which the name of some of the parameters are not shown properly
here I attach an image so that you can see what I mean:


Basti, du Spacken benutzt erstmal das falsche Betriebssystem! Und dann noch customized shizzle!!! Mach, das es aussieht wie win2K!!! Und warum überhaupt Fume? Was treibt ihr da??? Und wenn ich wieder in Hannover bin feiern wa meinen B-Day nach!!! Ich geh jetzt einen saufen!!! Letztes Jahr warns 5 Tage...

EDIT: sorry for german. we were co-workers once :D

bigquix
04-28-2008, 12:04 AM
well! I don't understand German much.
but why you say that I'm using a wrong operating system? I'm using max 9 in windonws XP. and about FumeFx, I want to create realistic smoke! but it really bothers when its window becomes that way :(

PsychoSilence
04-28-2008, 12:24 AM
sorry i confused u with somone else :D im sorry

u should set ur windows settings back to default since max is designed to work with these font sizes and font faces best. u seem to run vista. maybe u get away even better by changing the style to WIN2K.

with kindest regards,
anselm

bigquix
04-28-2008, 02:47 AM
unfortunately, it has nothing to do with windows fonts or display! i have tried every thing you imagine, not the first and not the second problems are not going to be soleved :(

CapitanRed
04-28-2008, 09:20 AM
I think you're not the first one having this problem. if i remember right there was somebody posting this in the sitni sati forum.

http://www.afterworks.com/phpBB3X/viewforum.php?f=8&sid=5a61ac1bef02e7d9b1a2759987ee9324

maybe you'll find there your solution.

ahmedsheeraz
04-29-2008, 05:11 PM
Inspired from psychoSilence image, i tried making something like that.....and achieved this so far.......

PsychoSilence
04-29-2008, 05:18 PM
Inspired from psychoSilence image, i tried making something like that.....and achieved this so far.......

any image to show off? :)

cheers,
Anselm

ahmedsheeraz
04-30-2008, 07:46 AM
any image to show off? :)

cheers,
Anselm

statue made of a lot of wires......i tried to find the image but your gallery is in swf format. i was inspired from that image right from the day i have seen it and i was trying to nail down the technique to achieve something like that.

PsychoSilence
04-30-2008, 03:01 PM
ah i see! nice...make sure to post the result here when ur done :)

cheers
anselm

ahmedsheeraz
04-30-2008, 03:54 PM
@Ans: surely i will do :) ......

loran
04-30-2008, 04:49 PM
http://laurent.renaud.free.fr/divers/cgtalk/waterdrop-02.jpg (http://laurent.renaud.free.fr/divers/cgtalk/waterdrop-02.mov)
Anyone ever try to do water effects with PF+blob mesh? here a test I ve just done.
I remember that there is a pfwrapper or something with Glu3d but i dont test it.

PsychoSilence
04-30-2008, 04:56 PM
loran! long time no see!

the blobmesh sucks...i purchased glu3d for stuff like that. but it payed of in the first project i used it. to just play with it its an expensive tool :( but pwrapper comes for TP soon :)

ahmedsheeraz
04-30-2008, 07:50 PM
blobmesh always give jittering/shivering in renders. i dont know why? it is not fair if the solution can only be achieved through high-price tagged third party plugins.

PsychoSilence
05-02-2008, 03:12 AM
Allan has his birthday today actually! 26 you olī bum! 4 day younger then me...

donīt drink too much!

see attachments as reminders

greetings!

anselm

edit: hopefully these pics are not too offending to any one. have a heart for a nasty a$$ german...

PsychoSilence
05-04-2008, 12:58 AM
http://www.flickr.com/photos/nebarnix/sets/72157594248654650/

PsychoSilence
05-10-2008, 01:39 AM
amazing references the Nth posting ;)


http://high_speed_video.colostate.edu

Glacierise
05-10-2008, 04:22 PM
Ugh bummer, my RSS was broken so I lost trach fere for a while, and missed Allan's BD. Haaaaappy camping man! Also Anselm, nice ref dude!

ahmedsheeraz
05-10-2008, 07:36 PM
hi, working on a vfx shot where a small asteroid will collapse with a building. right now i am doing some tests. please have a look. any suggestions, tips to make it more cool?

http://www.youtube.com/watch?v=U4oahV3qiD4


this is simple reactor with pflow. later on i may use afterburn or fume to creacte some dust and smoke.

PsychoSilence
05-11-2008, 01:30 AM
i just helped out at the german 3dsmax forum with a feather rig toony style:

http://www.3delicious.de/spielwiese/LockBond_federkleid02.zip

http://www.3delicious.de/spielwiese/federkleid02.gif

have fun experimenting with it...

kind regards,
anselm

Daniel-B
05-11-2008, 01:47 AM
I posted this in the Krakatoa thread as well, but thought it also might be useful here. ;)

Here is a rundown of my test for creating water splashes with Krakatoa, or any other point volumetric particle renderer. It has not been perfected yet, as this is my very first attempt.

First off, I want to make it clear that I am not a particle artist. I haven't really learned how to do advanced particles yet. However, a friend of mine has. He supplied me with with a few Krakatoa passes. We had brainstormed together on how to create water splashes like ILM did for Poseidon and the Pirates of The Carribean trilogy, and Digital Domain did for Day after Tomorrow.

Now, I created most of this look in compositing...so bare that in mind. I cannot help you create the Pflow or anything like that, because I don't know how. Also, I apologize, but this will be a long post. Here we go. :)

First I started off with a background plate, as you see below.

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

As we all know, large splashes of water heavily refract their backgrounds, so I used the particle pass's alpha to blur the background only in that area...like so...

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

Also using the alpha, I created an "ambient lighting pass" using colors sampled from the dark areas of the background plate.

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

Also, I used a separate lighting pass...

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

Combining the lighting passes, and the refraction, you get the final splash element...

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


And the final...

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


I know the final doesn't look 100% photoreal, but this is just a test. Just something to remind you that different visual effects can be created when you think outside the box :)

SoLiTuDe
05-11-2008, 01:58 AM
That actually looks really good, PixelMagic! Good work! ...I would love to see it animated though! :)

JonathanFreisler
05-12-2008, 07:25 AM
ahmedsheeraz (http://forums.cgsociety.org/member.php?u=135684)

Blob mesh always seems gives a jittering surface because when blob mesh moves, the surface is constantly changing, verts are constantly being added and deleted. Some renderers like vray don’t like this, especially when doing things like motion blur, because it can’t calculate vertex movement it can’t apply motion blur at all.



So yes blob mesh sucks lol, dont ferget it is extremely old lol

ahmedsheeraz
05-12-2008, 01:08 PM
ahmedsheeraz (http://forums.cgsociety.org/member.php?u=135684)
So yes blob mesh sucks lol, dont ferget it is extremely old lol

...then wat's the purpose of these obsolete tools if these are not production-proven...heheheh....


PshchoSilence: nice wrk man :)

Glacierise
05-12-2008, 08:26 PM
These passes look awesome. Too bad we can't see the flow. In the comp, the edges are too blurry though. But it's definitely great.

JonathanFreisler
05-13-2008, 12:12 AM
Yeah but when blob mesh was implemented in max it wasn’t obsolete. That along with deflectors are one of the things I’d rather them update in newer versions of max (along with a billion other things, instead of useless releases lol)

charleyc
05-13-2008, 12:55 AM
I don't know that I would call the last few releases useless. The speed improvements and 64bit have allowed me to get more particles in a scene. I also look at the PFTools as the updates to PFlow and they too are dramatic in improved speed and ability.

But yeah, blobmesh's day is long gone I think. PWrapper is soo much faster. It is very worth the price.

grury
05-13-2008, 08:21 AM
PWrapper is soo much faster. It is very worth the price.

Although it still doesnt address the motion blur problem, which is rather important when rendering liquid stuff, its impossible to render a realistic looking liquid without the use of motion blur. I wish it would create a speed map like RealFlow does, for exemple.

JonathanFreisler
05-13-2008, 10:20 AM
the improvements to 64 bit have been useful, but i would still like to see alot of the older, usefull tools brought up to speed so there not obselete. Or even introduce implicated Pwrapper, or new blob mesh ect, theres a market out there for them. For MB you can set it to 'object motionblur' or render a velocity pass/do it as rpfs. Not the right way you would want to do motion blur but it kind of works :S

grury
05-13-2008, 11:32 AM
For MB you can set it to 'object motionblur' or render a velocity pass/do it as rpfs. Not the right way you would want to do motion blur but it kind of works :S

You sure about that? I have never managed any MB out of PWrapper, weird..

JonathanFreisler
05-13-2008, 11:35 AM
did you try rpfs? it kind of works but no where near as good as MB out of max or anyhting

Glacierise
05-14-2008, 07:40 AM
And there's always ReelSmart image-based motion blur in comp ;)

ahmedsheeraz
05-18-2008, 07:49 AM
For MB you can set it to 'object motionblur' or render a velocity pass/do it as rpfs. Not the right way you would want to do motion blur but it kind of works :S

well...this is the recommended and right way to implement motion blur. many artists see motion blur as a post effect rather than hard coded it in final render.

PsychoSilence
05-18-2008, 10:16 PM
asked that over there at orbaz already:

is there a way to control object visibility with box#3?

i have a few windows i wanna collapse when a group selection tests true. right now i use a script operator from a tutorial on allanīs first dvd.
that works fine itīs just that it sets ALL glass windows to invisible instead of the tested ones...maybe someone can help out here with another max script trick or box#3?


http://www.postimage.org/aVaJg7i.jpg (http://www.postimage.org/image.php?v=aVaJg7i)


on ChannelsUsed pCont do
(
pCont.useFloat = true
)

on Init pCont do
(

$glass_*.visibility = on -- resets glass to be visible at start
-- note, if this isn't working, it's cause inherit visiblity is on (glass.inheritVisibility = off)


)

on Proceed pCont do
( -- MASS
count = pCont.NumParticles()
for i in 1 to count do

( -- mass start
pCont.particleIndex = i
pCont.particleFloat = 1.0/(random .2 1)
) -- mass end


-- Glass object visiblity toggle
count = pCont.NumParticles()
for i in 1 to count do

( -- border collision start
pCont.particleIndex = i
if pCont.particleNew then
(
$glass_*.visibility = 0 -- turn glass off
) -- close this area
) --border collision end

)

on Release pCont do
(
)

PsychoSilence
05-21-2008, 11:27 PM
Since i was featured in CGSocietyīs April Newsletter as top#4 Hot Portfolios to watch out for ( http://features.cgsociety.org/newsletter/newsletter.php?id=435 )i thought it might a bright idea to update the gallery with some new(actually lots of older stuff too) pieces:

http://psychosilence.cgsociety.org/gallery/

thanks for watching :)

feldy
05-21-2008, 11:40 PM
nice dude always good stuff.

Glacierise
05-22-2008, 06:14 PM
Great gallery! Did you solve the previous problem you posted?

PsychoSilence
05-23-2008, 03:12 PM
thanks guys!!! apprechiate it :)

for some i did for some i didnīt and worked out a workaround...but most of the stuff was taken care of in the box2 beta forum over there at orbaz. oleg does such a great job fixing stuff and issues :) *takes a bow*

anselm

feldy
05-23-2008, 06:29 PM
box2 in a private beta right now?

JohnnyRandom
05-23-2008, 06:44 PM
box2 in a private beta right now?

If you own box1 & 3 you can join the box#2 beta program here (http://www.orbaz.com/forum/viewtopic.php?t=1417)

PsychoSilence
05-23-2008, 06:55 PM
it is, u can get in touch with Oleg about it here:
http://www.orbaz.com/forum/viewtopic.php?t=1417

did u get my PM?

EDIT: john was quicker :)

Diablo2008
05-26-2008, 01:59 AM
I have worked with Allan Mackay, And I have recently found my own work on his showreel, work he never touched.. He is also claiming some practically shot explosion as being 3D which be claims to have created. This Guy is a Hack.. Ask around! anyone who's worked with him will tell you the same stuff.





Just wanted to mention some of Allan Mckays video tutorials about pflow, since I found his results very impressing (for example the cigarette smoke setup).

Here is the link:
http://www.allanmckay.com/

EDIT: And here is a link to the initial thread here on CG talk:
http://www.cgtalk.com/showthread.php?threadid=95003#newpost

Steve Green
05-26-2008, 12:31 PM
Hi,

If you're going to make accusations like that, then you should really back them up with specifics about the shots you're talking about.

Regarding the explosion, I seem to recall there was some work on there where plate footage was enhanced with 3D elements, but it was a while ago.

- Steve

ahmedsheeraz
05-26-2008, 04:49 PM
Allan Mckay is a very helpful person.....I really learned a lot from him. I don't think he can do such things.

Steve Green
05-26-2008, 08:29 PM
Yeah, he's been very helpful on CGTalk - It's a bit hard to see why he would do what this guy is claiming.

- Steve

timdog
05-27-2008, 12:22 AM
Hi everyone! Ive got a question about Pflow with mrProxies that one of you masters out there might be able to answer ;) With max 2009 they introduced mr Proxies which is able to handle extreme amounts of polys. Together with PFlow its perfect for creating super high poly particle systems! To be able to make them work together Ive used Borislav Petrovs script (http://forums.cgsociety.org/showpost.php?p=5085281&postcount=532) which bakes the mr Proxy animation into the PFlow. The problem is this that you cant treat the mrProxies in the same way you treat "Shape intances", thus you cant use the same time offset as in: "PFlow, Shape Instances, Animation Offset Keying, Sync By:Particle Age". Is there anyone out there that might have a solution to an otherwise great feature of max2009.
-Timo

PsychoSilence
05-27-2008, 05:22 AM
@ timdog: meta and proxy meshes such as fluid blobmeshes, vray meshes and mr meshes are treated different from regular shapes as u found out urself :) i dont have max2009 here but maybe thereīs a maxscript acessability of these mr meshes. if you can find out that u should be able to change the script. otherwise use boboīs way with gizmos and link your stuff to em afterwards (which can be a pain in the butt if u have many objects i have to admit!)

holycause
05-27-2008, 01:15 PM
I have worked with Allan Mackay, And I have recently found my own work on his showreel, work he never touched.. He is also claiming some practically shot explosion as being 3D which be claims to have created. This Guy is a Hack.. Ask around! anyone who's worked with him will tell you the same stuff.

And you, what did you do to hellp the community?

It's easy to say this kind of stuff, but as first post on this forum......... :roll:

sorry, but makes me angry when I see people just coming and criticize other without helping anybody

timdog
05-27-2008, 09:05 PM
@ timdog: meta and proxy meshes such as fluid blobmeshes, vray meshes and mr meshes are treated different from regular shapes as u found out urself :) i dont have max2009 here but maybe thereīs a maxscript acessability of these mr meshes. if you can find out that u should be able to change the script. otherwise use boboīs way with gizmos and link your stuff to em afterwards (which can be a pain in the butt if u have many objects i have to admit!)

Thank you very much for your reply! I dont post often here but every time I do theres always somebody helping out :) Cool. If everybody was a 3d nerd there would be peace on earth heh.

Phibmobil
05-28-2008, 09:52 AM
"If everybody was a 3d nerd there would be peace on earth heh."

- but there would be no procreation, so our utopia wouldnīt last long..

ahmedsheeraz
05-28-2008, 08:36 PM
"If everybody was a 3d nerd there would be peace on earth heh."

- but there would be no procreation, so our utopia wouldnīt last long..

hehhe...nice. or everyone would build his own utopia entirely in 3ds max using pflow ;)

Bobo
06-01-2008, 07:29 AM
Hi everyone! Ive got a question about Pflow with mrProxies that one of you masters out there might be able to answer ;) With max 2009 they introduced mr Proxies which is able to handle extreme amounts of polys. Together with PFlow its perfect for creating super high poly particle systems! To be able to make them work together Ive used Borislav Petrovs script (http://forums.cgsociety.org/showpost.php?p=5085281&postcount=532) which (http://forums.cgsociety.org/showpost.php?p=5085281&postcount=532%29%20which) bakes the mr Proxy animation into the PFlow. The problem is this that you cant treat the mrProxies in the same way you treat "Shape intances", thus you cant use the same time offset as in: "PFlow, Shape Instances, Animation Offset Keying, Sync By:Particle Age". Is there anyone out there that might have a solution to an otherwise great feature of max2009.
-Timo

You could have asked me to add that (The scary line in my sig is about NEW scripts, not enhancements to scripts I have already written ;) )

I wrote that script for Master Zap's enjoyment and practically never used it in practice with mrProxies, so I know it is missing some options. (Frantic just switched to Max 2008, no 2009 in sight and we do not use mental ray much). I guess adding an option to vary the timing of the mrProxies using the particle age and a random offset would be possible, although I don't think it would match the animation offset of PFlow exactly.
My evaluation license of 2009 expired today and I am still waiting for my box to arrive, so we will have to wait until I have a working copy of 2009 to add this...

amckay
06-02-2008, 12:54 AM
Hi Scott, I'm not going to make a big deal about this post - but please be more careful before slandering peoples names. Its so easy to be a character assassin and do damage when you're having a bad week. I already got an email earlier in the week from you. You worked on like a piece of a tv commercial I worked on - which you clearly were doing some modeling/texturing - in which I did the FX for that commercial, so unless I am claiming I did the modeling (which I'm not, my reel is purely fx) its obvious I'm claiming the particle work, so you're painting a pretty bad picture over nonsense.

I dont even use my reel, and granted I do agree I do need to put up a breakdown, im not claiming or even showing any modeling or texturing, its an fx reel, I will have usually done the fx on it, or in some cases some of the fx if theres more than one person on the job. most shows are a team effort in which a lot of people work on any one particular show.

So unless I'm walking around claiming I modeled something of yours its really just best to leave it alone thanks.

amckay
06-02-2008, 01:01 AM
on a side note, bobo I've just relocated to vancouver as of today - so I will make sure I pop over to winterpeg for a few beers, or in your case coffees :)see you at siggers mate