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gjeoffreys
11-14-2008, 01:51 PM
Hi Guys

Wonder if someone could help, I'm not to clued up on pFlow. Normally use it for basic stuff. Come across a problem and can't figure the solution. I've tried searching the thread but haven't had any success finding an answer. (it may be here but I've missed it)

I'm using particles to create bubbles in a jar. Easy did it in a separate file to get the movement looking cool. No problem. Then I bring it into my scene, where the jar of liquid moves. Now I just need to figure out how to get the bubbles keep their animation but follow the jar?

Probably pretty simple but I've never used a particle like that before so...

...stumped.

Thanks

Glacierise
11-14-2008, 02:11 PM
Just parent the emitter to the jar geometry dude :)

JonathanFreisler
11-17-2008, 12:13 AM
morning boys. well it is for me...

Another test i did a while ago but forgot to post it, i was torn between posting it on pflow, or fume thread @_@

pflow won.

slow mo light bulb explosion (http://au.youtube.com/watch?v=Z2pY8PKAJk8&fmt=6)

even though it is more fume based i guess - i could push it more but it matches the refrence fottage i had (timing wise and look) really well. The fumes not reflecting in the glass fragments which is a bit odd, but yeh not too bad.

gjeoffreys
11-17-2008, 07:47 AM
Thank for the reply Glacierise
I already have it parented, but all that does is make the emitter follow the jar.
As soon as a particle has left the emitter, it no longer respects the emitters parenting or even grouping. I need to now how to make the particles move with the emitter as it moves through the environment.
I would have thought Inherit Emitter Movement in the Position operator would do it, but that looks like it only referes to the birth of the particle, not its life.

JonathanFreisler
11-17-2008, 09:18 AM
parenting the emitter wouldn't work, because they would stay in world space when the jar is being moved off where the particles are being emitted (which is the problem you have). You want them to basically be linked to the jar, but still move them selves.

gjeoffreys
11-17-2008, 09:21 AM
yes Jonathan.

That is what I'm looking for, any idea how to do it?

JonathanFreisler
11-17-2008, 09:26 AM
oh lol whoops i didn't offer a suggestion lol. Um, i tried playing around to try to lock them on but still keep them animated.

I guess you could make the system, then mesher them and simply link the mesher to the glass? Worked for me

gjeoffreys
11-17-2008, 01:51 PM
Thanks Jonathan

Looks like that works well. :thumbsup:

JohnnyRandom
12-04-2008, 07:08 AM
Sick and tired of clicking every render node in your flow to adjust the pflow viewport particle count?

I was. So here ya go...

It will change only selected or every pflow source nodes viewport particle quantity multiplier either by the spinner or preset buttons. oh and dockable too...



http://www.4rand.com/scripts/PflowVPTPerc/PFlowVPTQuantityPerc.png

PFlowVPTPerc.zip (http://4rand.com/scripts/PflowVPTPerc/PflowVPTPerc.zip)

enjoy:)

PexElroy
12-08-2008, 06:47 PM
Johnny - very cool and handy, ;)


anyone point to a page of the thread, a file or web link, to control the Birth Script. Or any good way to animate or set the start and end of the birth emitter for multiple start and ends ranges. the normal birth operator allows one on/off range.

Example is a machine gun turret, it may shoot over 500 frames total, and may fire bullets (particles) on 10 to 100, then stop, then 250 to 300, off, then 400 to 500. rate and ranges could be edited if keyframed objects had to be moved.

JohnnyRandom
12-08-2008, 09:02 PM
Thanks:)




anyone point to a page of the thread, a file or web link, to control the Birth Script. Or any good way to animate or set the start and end of the birth emitter for multiple start and ends ranges. the normal birth operator allows one on/off range.

Example is a machine gun turret, it may shoot over 500 frames total, and may fire bullets (particles) on 10 to 100, then stop, then 250 to 300, off, then 400 to 500. rate and ranges could be edited if keyframed objects had to be moved.

You can keyframe the birth operators emission rate in the track view. As for the birth script, there maybe a better way to do this but this does work...

EDIT: Cleaned up the code, Thanks Bobo :)



on ChannelsUsed pCont do
(
pCont.useTime = true
)

on Init pCont do
(

)

on Proceed pCont do
(

t2 = pCont.getTimeEnd()
rate = 100 -- rate of emission


if (t2 < 20) do -- emit from 0 to 20
(
for i = 1 to rate do
(
pCont.AddParticle()
)
)
if (t2 > 40) and (t2 < 50) do -- emit from 40 to 50
(
for i = 1 to rate do
(
pCont.AddParticle()
)
)
if (t2 > 60) and (t2 < 70) do -- emit from 60 to 70
(
for i = 1 to rate do
(
pCont.AddParticle()
)
)
if (t2 > 90) and (t2 < 100) do -- emit from 90 to 100
(
for i = 1 to rate do
(
pCont.AddParticle()
)
)
)

on Release pCont do
(

)



Just FYI In case it isn't obvious everything time related here is multiplied by 160 to convert the result to frames instead of ticks.

Bobo
12-08-2008, 09:34 PM
Just FYI In case it isn't obvious everything time related here is multiplied by 160 to convert the result to frames instead of ticks.

This is not really necessary.
The getTimeEnd() method returns a TIME value. You converting it to a float makes it ticks. So if you remove the AS FLOAT cast, you will get correct frames. The reason Oleg was doing this in the default scripts was because he typically did things at sub-frame scale and needed the higher time resolution. You can compare frames to integers, so IF T2 > 40 will work ok.

If you decide to keep the AS FLOAT and work in ticks, you should NOT use 160 hard-coded, but the system global variable TicksPerFrame which will contain 160 only when working at 30fps, but will adapt to the frame rate making your script univarsal.

JohnnyRandom
12-08-2008, 09:42 PM
Thanks for clarifying, so the 'as float' is definitely not necessary here at all then. I assumed:) that it was needed, since I thought that getTimeEnd would return a frame value instead of an integer or float value and wasn't sure if frames play with integers without stating so.



and ticksPerFrame it is, that makes good sense.


LOL, I just started downloading your Maxscript for Pflow (from CGA) this morning, maybe that will help me:)

PexElroy
12-09-2008, 12:23 AM
going to try out both, thanks guys for the help :thumbsup:

JonathanFreisler
12-09-2008, 10:46 PM
johnny, thats freaking sweet man! thanks a bunch dude.

irwit
12-10-2008, 04:38 PM
318 pages !!!

Worth a read ???

JohnnyRandom
12-10-2008, 06:00 PM
318 pages !!!

Worth a read ???

LOL, everybit of it :D

If you have an "Idea" of what it is your looking for search this thread and you will most likely find it.

PsychoSilence
12-23-2008, 12:30 AM
John is always right!

The search function in this Thread is prolly the most undervalued feature in particle flow online help :D

Glacierise
12-23-2008, 08:11 AM
Nah, I'd say read it all :D You'll have a new family :)

PsychoSilence
12-28-2008, 06:38 PM
Merry XMas and a happy new year ya all!

JohnnyRandom
12-28-2008, 08:37 PM
Ho Ho ho and to you too:)

Glacierise
12-31-2008, 09:02 AM
Merry holidays for all you guys, and may the new year rock and bing us box#2 :D

JonathanFreisler
01-01-2009, 04:39 AM
Yeh merry x-mas and happy new year all! I've been on holidays, did i miss out on much? WOO i also turned 21 on Christmas which is exiting i guess lol. I'm not going to bother reading the fume/ab forums lol, too much talking.

Hristo i'm checking out your blur thing now,going to rock as usual i'm sure.

Peace, yeh lets hope we see some (more) box#2 action

SoLiTuDe
01-03-2009, 05:26 AM
Hey guys.. finally posted up my reel:

http://forums.cgsociety.org/showthr...735#post5592735 (http://forums.cgsociety.org/showthread.php?p=5592735#post5592735)

:D
--Ian

PsychoSilence
01-04-2009, 08:26 PM
Guys, check this out just in case u havenīt yet!

http://www.zhangy.com/main/index.php?module=documents&JAS_DocumentManager_op=viewDocument&JAS_Document_id=26

"Beside work. I'm looking at CUDA(Compute Unified Device Architecture) recently and trying a pflow plugin to use the cuda for acceleration according to a particle sample in the cuda sdk.
It works and almost play in real-time for more than 32000 particles with collision!!"

http://www.zhangy.com/ftp/Pflow/gputest.mov

JohnnyRandom
01-04-2009, 10:26 PM
A small script to eleviate jumping from display operator to display operator in particle view to change the display color and type. It will also change the particle quantity viewport multiplier and the particle system limit for all or selected PF sources.

It allows you to set the color and display type of all or selected Pflow display nodes that are listed in the listboxes.
http://4rand.com/scripts/PF_DispUtil/PF_Disp_Util.png

More Info here (http://4rand.com/stuff/script-pflow-display-utility/)

Download: PF_DisplayUtility_v10.zip (http://4rand.com/scripts/PF_DispUtil/PF_DispUtils_v10.zip)

JohnnyRandom
01-04-2009, 10:31 PM
Guys, check this out just in case u havenīt yet!

http://www.zhangy.com/main/index.php?module=documents&JAS_DocumentManager_op=viewDocument&JAS_Document_id=26

"Beside work. I'm looking at CUDA(Compute Unified Device Architecture) recently and trying a pflow plugin to use the cuda for acceleration according to a particle sample in the cuda sdk.
It works and almost play in real-time for more than 32000 particles with collision!!"

http://www.zhangy.com/ftp/Pflow/gputest.mov

Saw it, haven't tried it. How is it?

Glacierise
01-05-2009, 09:01 AM
Hey Johny, very cool tool dude! I was using display instances till now, but that's more handy! Also guys, whoever has decent GPU - please test that CUDA thing and tell us how it's going!

loran
01-05-2009, 09:18 AM
check out that promising script to create realtime viewport fluid solver with pflow!

http://www.zhangy.com/ftp/Pflow/gputest.mov (%20http://www.zhangy.com/ftp/Pflow/gputest.mov)

http://www.zhangy.com/main/index.php?module=documents&JAS_DocumentManager_op=viewDocument&JAS_Document_id=26

JonathanFreisler
01-05-2009, 09:53 AM
yeah looks cool, Anselm plugged it before if you read up. Has anyone tried it yet?

loran
01-05-2009, 10:00 AM
oops sorry for the double post
I don't tried it because it need a beta Nvidia driver

JonathanFreisler
01-05-2009, 10:57 PM
"check out that promising script to create realtime viewport fluid solver with pflow!"


Yeah i tried it just then and it does work! Real time also pretty much. The plugin itself isnt flexible (at all really) and does some weird stuff. But its still pretty cool to see some cool stuff done with pflow in the right direction.

3DMadness
01-08-2009, 11:12 AM
"check out that promising script to create realtime viewport fluid solver with pflow!"


Yeah i tried it just then and it does work! Real time also pretty much. The plugin itself isnt flexible (at all really) and does some weird stuff. But its still pretty cool to see some cool stuff done with pflow in the right direction.
Same here, pretty fast with a quadro FX3700, got around 30fps. Looking forward some improvement to be more flexible.

JohnnyRandom
01-20-2009, 05:56 PM
Got some permission to post some stuff:)

A little teaser...

A smoke stack
5000 bricks double layer :)

http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/SmokeStack/Stack_screen.png

SmokeStack QT 13 mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/SmokeStack/pf_b2_stack.mov)

With ancillary particles

SmokeStack + particles QT 36 mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/SmokeStack/pf_b2_stack_wp.mov)

mustan9
01-20-2009, 06:08 PM
That is really cool.

How did you get all those bricks into Reactor?

Glacierise
01-20-2009, 06:13 PM
So that's dynamics confirmed, finally! How fast is that in the viewport?

JohnnyRandom
01-20-2009, 06:14 PM
That is really cool.

How did you get all those bricks into Reactor?

Particle Flow Tools Box#2 :)

So that's dynamics confirmed, finally! How fast is that in the viewport?

I can't confirm any details, but lets just say you will be surprised:D

Aldarion
01-20-2009, 07:28 PM
*Drools* Now that looks promising.

grury
01-20-2009, 08:15 PM
Duuuuuuuuuuude! Thats awesome. How much long do we have to wait?....

PsychoSilence
01-20-2009, 09:06 PM
john did let the cat out of the sack :D

JohnnyRandom
01-20-2009, 11:04 PM
Duuuuuuuuuuude! Thats awesome. How much long do we have to wait?.... Only the Particle Caregiver can answer that.

john did let the cat out of the sack :D Cause I like to be a tease, I thought about keeping box#2 all to myself so I could be one of the leading forces in the particle market:twisted:...seriously though so many people have been wondering about it, thought maybe a little snip might get people excited for things to come :)

JonathanFreisler
01-20-2009, 11:50 PM
NICE, frick. :drool:

wants now! nice to see some cool stuff john. Thnx oleg!

noouch
01-21-2009, 08:52 AM
Nice smokestack sim john! Kind of makes me think about throwing some money the way of orbaz, especially since script operators are a bit slow for my taste. On the other hand, TP looks pretty terrific as well :D thoughts anyone?

Glacierise
01-21-2009, 09:29 AM
As much of a PFlow fanboy as I am, I can now do much more with TP then I can with PFlow. That's because TP shouldn't be compared with vanilla PFlow, but with PFlow with all the boxes, including Box#3 which you need to make the cool complex stuff, and I haven't learned it yet. Box#2 is the stuff of legend :D I hope it comes out sometime in the spring (totally uninformed hopes and speculations) and PF gets an awesome beef-up. Until then - I use PFlow for the simpler effects - setup is a blast with presets, so you need at least box#1 or the max 2009 update that includes it. For the more complex stuff I go to TP, but people do awesome FX with box3 too - it's a matter of choice. Which makes me think how cool Max is, with two kickass particle systems! Now bring out the booooooooooooooooooooooooooox!

irwit
01-21-2009, 09:55 AM
Got some permission to post some stuff:)

A little teaser...

A smoke stack
5000 bricks double layer :)

http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/SmokeStack/Stack_screen.png

SmokeStack QT 13 mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/SmokeStack/pf_b2_stack.mov)

With ancillary particles

SmokeStack + particles QT 36 mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/SmokeStack/pf_b2_stack_wp.mov)

That looks really impressive johnny! Im currently creating some "automated" destruction, basically a collection of differnt guns that cause different damage but that will all fire and destroy automatically. A big issue I have had is debris at medium scale but this looks like it may be my answer ! Cheers for the teaser but more importantly keep us informed on how its lookin on potential relase date ;)

irwit
01-21-2009, 11:39 AM
I was trying to make PFlow work with reactor and found out how easy it is... With a REALLY simple script...
Just uploaded a zip with the animation and the max file if anyone wants to take a look...

>>LINK<< (http://frodo.hiof.no/%7Edeetee/pfupload/index.php?act=dl&file=UEZsb3dSZWFjdG9yLUthTWUuemlw)

The script has some bugs but it works...
The first ~5 seconds of animation are just simple particles, then a Reactor simulation takes place...




Yeah, its getting confusing over there... Agree with putting our names on the files...

Hi all, I posted here a while ago sayng " WOW 296 pages, worth a read? and someone kindly said that it was, anyway, havig just had 2 wisdom teeth taken out and being bed ridden for a day I thought i would give it a read. Anyway, saw this post that looked very exciting! However link is dead. Anyone any ideas what it was doing or newer link, or probably more likely, a newer much better way ? ANy help much apprechiated :D

irwit
01-23-2009, 05:44 PM
I finally made it, I read this entire thread !!! Well guys its been a blast, I feel I know you all so well and yet none of you know me. Anyway, big thanks to everyone who has added to this thread, its been fun. Hmm what next, I might actually have to boot up a copy of max now and do something !

grury
01-23-2009, 06:12 PM
I feel I know you all so well and yet none of you know me.

Eh Eh, We all like a big virtual family :)

PsychoSilence
01-23-2009, 11:10 PM
I finally made it, I read this entire thread !!! Well guys its been a blast, I feel I know you all so well and yet none of you know me. Anyway, big thanks to everyone who has added to this thread, its been fun. Hmm what next, I might actually have to boot up a copy of max now and do something !

right on! that's the right attitude :)
i actually did the same but back then it just had 150-180 pages maybe in late 2005 :)
I very glad to say that i met most of the more frequent posters in real life even and keep up a (mostly virtual) friendship with them.

when ever u found out something cool drop it here! :)

kind regards,
anselm

Glacierise
01-23-2009, 11:30 PM
Welcome to the perpetual big party family :D

irwit
01-24-2009, 01:24 PM
Cheers guys,


when ever u found out something cool drop it here! :)


yeah thats the plan. Im gonna have play with box 1 and 3 for now but have a few ideas I want to look into. Anyway, cheers for the welcome guys, will keep you posted :)

JohnnyRandom
01-24-2009, 05:32 PM
I finally made it, I read this entire thread !!! Well guys its been a blast, I feel I know you all so well and yet none of you know me. Anyway, big thanks to everyone who has added to this thread, its been fun. Hmm what next, I might actually have to boot up a copy of max now and do something !

Hell of a read init! :D

Another little box#2 teaser...

Strands.mov QT 34 mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/Strands/strands_mulcol.mov)

Glacierise
01-24-2009, 05:48 PM
What the f**k is that?! Some kind of cloth or what?! Mighty interesting!

ahmedsheeraz
01-24-2009, 06:33 PM
Another little box#2 teaser...

Strands.mov QT 34 mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/Strands/strands_mulcol.mov)

wow.....thats such an amazing stuff.....we want more tease ;)

PsychoSilence
01-25-2009, 06:26 AM
Particle Flow Toolbox2#2 Public Previews (http://forums.cgsociety.org/www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Rippable03_testtrue.mov)



(http://forums.cgsociety.org/www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Rippable03_testtrue.mov)www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Rippable03_testtrue.mov (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Rippable03_testtrue.mov)
www.3delicious.de/spielwiese/BETA/public/physxglue_rippable01.mov (http://www.3delicious.de/spielwiese/BETA/public/physxglue_rippable01.mov)
www.3delicious.de/spielwiese/BETA/public/physxglue_flexible02.mov (http://www.3delicious.de/spielwiese/BETA/public/physxglue_flexible02.mov)
www.3delicious.de/spielwiese/BETA/public/physxglue_flexible01.mov (http://www.3delicious.de/spielwiese/BETA/public/physxglue_flexible01.mov)
www.3delicious.de/spielwiese/BETA/public/physxglue_breakable07_elastic.mov (http://www.3delicious.de/spielwiese/BETA/public/physxglue_breakable07_elastic.mov)
www.3delicious.de/spielwiese/BETA/public/physxglue_breakable06_elastic.mov (http://www.3delicious.de/spielwiese/BETA/public/physxglue_breakable06_elastic.mov)
www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable07.mov (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable07.mov)
www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable08bomb.mov (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable08bomb.mov)

www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Rippable03_testtrue.jpg (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Rippable03_testtrue.jpg)
www.3delicious.de/spielwiese/BETA/public/physxglue_rippable01.jpg (http://www.3delicious.de/spielwiese/BETA/public/physxglue_rippable01.jpg)
www.3delicious.de/spielwiese/BETA/public/physxglue_flexible02.jpg (http://www.3delicious.de/spielwiese/BETA/public/physxglue_flexible02.jpg)
www.3delicious.de/spielwiese/BETA/public/physxglue_flexible01.jpg (http://www.3delicious.de/spielwiese/BETA/public/physxglue_flexible01.jpg)
www.3delicious.de/spielwiese/BETA/public/physxglue_breakable07_elastic.jpg (http://www.3delicious.de/spielwiese/BETA/public/physxglue_breakable07_elastic.jpg)
www.3delicious.de/spielwiese/BETA/public/physxglue_breakable06_elastic.jpg (http://www.3delicious.de/spielwiese/BETA/public/physxglue_breakable06_elastic.jpg)
www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable07.jpg (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable07.jpg)
www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable08bomb.jpg (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable08bomb.jpg)

PhysXGlue_Rippable03_testtrue.mov
In this test you see particles "glued together" in a cloth/goo kinda way.
Note that particles turn from yellow to green when the conditions for a Collision/Force/Torque test where right. I actually amde a version where i emitted FumeFX from collided/ripped off chunks only.

physxglue_rippable01.mov
Pretty much the same as the test before just even more sensitive to Collision/Force/Torque. Later wu will be able to skin geometry with that technique to have rippable cloth e.g.

physxglue_flexible02.mov
Objects glued together as one using there seams PLUS a given maximum bend angle to simulate flexing/bamboo behavior.

physxglue_flexible01.mov
Same as the test before just this time interacting with other particles.
Basicly every event and/or system can interact with another or control the behavior.

physxglue_breakable07_elastic.mov
Basicly the same setup as the "bamboo" bt this time it will give in and break when Collision/Force/Torque forces are high enough. Although having a brickstone layout and shader the particle system behaves more elastic and can be tweaked to act like twisted metal for a car crash e.g.

physxglue_breakable06_elastic.mov
Even more intollerant to Collision/Force/Torque forces and less particles try to stick together as one during impact time.

PhysXGlue_Breakable08_bomb.mov
Not behaving like goo/rubber so much and triggered by flying debris(hidden) from a bomb inside the brickwalls.

PhysXGlue_Breakable07.mov
Simulated behavior as wood would possibly have. Breakable even when Collision/Force/Torque forces are high enough. Note the very nice and organic flexing as thinner wood planks would have.


Oh and I shouldnīt foget to mention that particles can now collide with animated collsion objects...

ahmedsheeraz
01-25-2009, 07:24 AM
wow Psycho.....you gonna make us crazy....i hv seen only 2 or 3 movies but box 2 is looking so promising.

Bercon
01-25-2009, 08:16 AM
Looks pretty nice. Since these are PhysX I asume you can use Nvidias CUDA compatible cards to do the computations, so they should be nearly real time, right?

Glacierise
01-25-2009, 05:35 PM
The gems just seem to be piling up! Very cool tests Anselm, I just can sit and imagine how cool stuff can be done with that tools! We are just gonna start mincing geometry and mixing it up with lots of physically accurate colliding particles, damn that will be awesome.

PsychoSilence
01-26-2009, 03:40 AM
http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_MeAndMyKatamari.jpg (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_MeAndMyKatamari.mov)

PhysXGlue:MeAndMyKatamar (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_MeAndMyKatamari.mov)i (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_MeAndMyKatamari.mov)

Particles donīt necessarily have to stick together from the beginning on :)

And a preview of an earlier bomb test...not behaving like brickstones at all but nice :D
www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable7_bomb.avi (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_Breakable7_bomb.avi)

JonathanFreisler
01-26-2009, 04:20 AM
Anselm, i just peed a little.

Keep em coming, cant wait!

irwit
01-26-2009, 10:27 AM
looks really impressive. Is there a way to get the walls from now wobbling so much. Like excluding the particles from being physics until they get hit and then justthe one hit enough are then effected, or am I getting ahead of myself :D

irwit
01-26-2009, 11:02 AM
double post

PsychoSilence
01-26-2009, 05:21 PM
looks really impressive. Is there a way to get the walls from now wobbling so much. Like excluding the particles from being physics until they get hit and then justthe one hit enough are then effected, or am I getting ahead of myself :D

yes, there are different solvers to play with :) the avi viewport preview doesnt act accurate for a brickwall bt sure looks funny :D the beautyrender of the bomb MOV doesnt wobble too much. could be tweaked tho.

irwit
01-26-2009, 07:19 PM
yeah, had another look at the bomb (number 8 ?) Its really great knowing its all particle based. Great job :D

holycause
01-26-2009, 11:10 PM
what about the simulation time with Tools Box#2?
Faster or slower than TP?

PsychoSilence
01-26-2009, 11:53 PM
i cant really tell as my TP setups are usually way comlexer then that tests above. but baking the physx as as fast as cache disk iīd say. after the baking it scrubbs in real time in th viewport. so it literally runs thru the timeline when creating previews etc.

any my system is far from fancy.
a notebook with centrino duo cores 2x2Ghz with 2 gig ram...

3DMadness
01-27-2009, 12:01 PM
That's really impressive! With all these preview showing around I guess we are close to the release date, or not? Any date expected?

Thanks for sharing with us. ;)

Flávio

PsychoSilence
01-29-2009, 11:00 PM
http://www.mackevision.de/black_world.html#/project/42

one of the last projects i helped wrapping before i went to work in the US :)

finally able to show...

some pflow for the leaves and not/barely noticable gravel on the street :D and fume for all smoke-ish elements etc. (toned down a bit far for my taste in most cases but itīs all about the AMG tuned Mercy-Machines i guess...). Was a b*tch to sim as the race track is in real scale > cars traveling 120mph over 5 miles :D

Glacierise
01-30-2009, 11:08 AM
Hahah that seems a Fume nightmare scenario! Did you parent the grid to the car or what? Dude great clip, that is! Shading and animation were quite cool too.

instinct-vfx
01-30-2009, 11:17 AM
You did a damn nice job on that one as usual Ansi...now go get your ass back here :P

Regards,
Thorsten

3DMadness
01-30-2009, 11:41 AM
That was a really great job anselm. Can you post some more details about the render used and what did you use to sim the car racing? ;)

irwit
01-30-2009, 11:52 AM
You used to work at Mackevision ? I work at Burrows (dont know if you have herd of us, we do mainly automotive stuff) We always seem to be battling for pitches alongside Mackevision, especially now they have a new detroit office. Mackevision produce some really nice stuff!

JohnnyRandom
01-30-2009, 04:20 PM
Nice as always :) great spot. Yeah, I am curious too, about your fume setup...

instinct-vfx
01-30-2009, 05:42 PM
@irwit : the compliment goes right back at you :)

I might jump in on the car rig question. The car was hand animated with our internal custom rig. Parts of it can be seen in some of the making ofs :P

I'll leave the fume part to Ansi :D

Regards,
Thorsten

PsychoSilence
01-30-2009, 08:47 PM
Thanks, guys!

@ Irwit: i did indeed :) serveral times and i miss overnighters with thorsten and jensen alot. we did hell of a trash karaoke job! i love me my 80s hits :D

for the fume: linking a grid makes bad gas! especially if the object/grid moves insanelly fast and curvy. i try to remember what i did now...it is over a year ago that i did this :D so i set up a grid for each cenario: drifting round a curve, straight moving, pursiut mode (two cars in scene intersecting/interacting each others exausts/dust). the grid size was about 2 kilmeters sometimes but not too insane in terms of spacing. letīs face it, itīs subtile non-hero effect weīre looking at! It was just alot of elements together for eacd shot that were simmed indivudually to be tweakable in nuke (burnouts, exaust, dust and special).but still i simmed about 100gig together in 12 days and nights :D

instinct-vfx
01-30-2009, 09:03 PM
oh...dont forget...it still ended up great :P ... and yes i mean both the karaoke and the shots :

http://www.pageagainstthemachine.com/bilder/299/6263.jpg

Regards,
Thorsten

PsychoSilence
01-30-2009, 09:05 PM
we were the most productive during the nights! when we could crank up our beloved 80s classics without annoying others and sing along! and we had a beer together at the desks too. germans run on that fluid like americans run on dunkinīs!

And YES i am german adn therefore i have an original David Hasselhoff fan photo in my office:

http://www.3delicious.de/spielwiese/photo2.jpg

and every friday we follow his advice:

http://www.3delicious.de/spielwiese/photo.jpg

JohnnyRandom
02-01-2009, 07:10 AM
You guys have to much fun...Now back to work! :D

PsychoSilence
02-10-2009, 02:00 AM
http://3delicious.de/spielwiese/the_hoff02.jpg

For scientific reasons i fratured David Hasselhoff into a cube using particles on a position object (by grayscale) as guides. about 3000 voronoi fractured pieces that are good to go for K.I.T.T. to jump right through!
Actually I wanna make one with B.A from the A-Team, one with Van Damme and one with Chuck Norris and then let PhysX decide who is the best by crashing them into each other :D

kind regards,
ansi

amckay
02-10-2009, 03:59 AM
hahahahahahahahahaha hahahaha
..hahahahah

the expendables movie comes out next year, its missing chuck norris and steven segal.. it has like every b grade actor imaginable in it.. cant wait! stallone is 62 and totally ripped for the movie
http://www.imdb.com/title/tt1320253/ maybe the hoff should be in it too!

PsychoSilence
02-10-2009, 04:17 AM
hahahahahahahahahaha hahahaha
..hahahahah

the expendables movie comes out next year, its missing chuck norris and steven segal.. it has like every b grade actor imaginable in it.. cant wait! stallone is 62 and totally ripped for the movie
http://www.imdb.com/title/tt1320253/ maybe the hoff should be in it too!

i always wanted to make a movie with the above and the following:

michael dudikoff
richard grico
lorenzo lamas
richard dean anderson (maybe)
dolph lundgreen for sure!

of course with cameos of stars of the adault entertainment industry not to name any names here.

cojoMan
02-10-2009, 07:09 AM
how did u break them using a pic ? pflow ? tp ?
care to share ?

instinct-vfx
02-10-2009, 08:12 AM
Lol Ansi...great one...dont miss the roundhouse kick pretty please! :D

Glacierise
02-10-2009, 01:20 PM
As much as I deeply respect the scientific value of the experiment, something makes me feel AHAHAH in that thing! Now where is that rigged Chuck Norris...

JohnnyRandom
02-10-2009, 04:53 PM
Rolling, the mad scientist reveals what he's up too :D

PsychoSilence
02-10-2009, 05:10 PM
how did u break them using a pic ? pflow ? tp ?
care to share ?


i used rayfires Voronoi By Particle system fragmentation type which detects particles on a surface and fragments the impact object according to the particles position. thats how u would efficiently create a prefractured window glas, particle count will be fracture count as well, so good way of controlling fracture density....just google an image of a broken window, spawn particles by grayscale, fragment by particle position...or cut out the middle man and use image based fragmentation "Fragmentation By Shape" right away :D. <I just like voronoi for its STL Check Passing qualities.

noouch
02-10-2009, 05:31 PM
Judging by your current progress, the next thing to come out of your R&D lab will be a "Make Hoff" tool, surely :D

PsychoSilence
02-10-2009, 05:33 PM
"Make Hoff" will indeed be a Modifier in the 2010 "recognize the Heroes" Extension and will be a cross over of a nice Shag Hair preset for wavey locks and "Fragmentation by 80īs Icons"

back to topic :D

dellis
02-10-2009, 06:06 PM
You guys are too funny.....now excuse me while i go watch Baywatch!

amckay
02-10-2009, 07:39 PM
oh shit american ninja michael dudikof, I actually bought the whole series a year or two ago on dvd after I got all nolstalgic. mind you when I watched the first one again I didnt bother with the rest.. some things should stay in the past ;)

Mind you, check out JCVD Van Dammes new flick. Its in french, but its actually really good (not an action movie fyi)

RE: fracturing by congested areas of particles, thats a really nice idea I hadnt thought of that.. thats great

Yeah I'm flying into Germany next week, wondered if I should bring a hoff poster or something to piss everyone off ;)

instinct-vfx
02-10-2009, 11:46 PM
Well Allan, first of all you should get over here and have a beer with me, and on a more important sidenote i HATE to disappoint you, but bringing a hoff poster means new friends not piss everyone off....so beware...you might end up with more drinks than fun :D

Regards,
Bavarian beer drinkin maniac

JonathanFreisler
02-10-2009, 11:55 PM
simple, just wear a shirt that has a picture with hoffs face on it. With a GIANT red cross over it. That will piss everyone off.

Back to the topic.

i've always wondered this, are there any performance related differences to using "lock/bond" over "lock on emitter". Like on your pos obj, not enabling lock on emitter. But then adding a lock bond? or is that slower due to an extra op that needs to be calculated?

Just a random question ive always wondered about.

amckay
02-11-2009, 01:55 AM
instict, yeah few of my mates hate how germany is stereotyped to love the hoff, but I think they need to get with the program a little bit ;)
I might track down a hoff shirt to wear out to bars, if anything it'll be a good conversation piece "oh its coz I love David H, he's so sexy..."


jono, lock/bond is optimized so its faster than position op.

JonathanFreisler
02-11-2009, 04:30 AM
Oh neat, yeh thats what i suspected. thnx

Notice how were dropping our 5 cents in about pflow so it doesnt look like were totally off topic.

JohnnyRandom
02-11-2009, 05:16 PM
Who would have ever thunk you could have made a rope bridge in Pflow
Rope Bridge QT 30mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/Bridge/bridge_pre.mov)

Or levers
Plank N Pivot QT 10 mb (http://4rand.com/TEST/ParticleFlow/b2b/PhysXGlue/PlankNPivot/planknpivot.mov)

:)

Glacierise
02-11-2009, 05:58 PM
Dude that flipper thing was sluggish but the rope bridge is amazing!!! Can't wait for that to come out!

JohnnyRandom
02-11-2009, 06:46 PM
Thanks, still working on the bridge collision destruction part.

I should note that everything but the cylinders in the levers scene were particles. The levers were simply to test the ability to lock particles, the planks, to an object, the cylinders, for use as a pivot (something you could really never do before) :)

Nickolay411
02-12-2009, 05:23 PM
A friend and I were discussing how BOX2 looks fantastic but it doesn't seems to have concave inter particle collision (only convex). I haven't used TP , but does TP have concave?

jigu
02-12-2009, 05:48 PM
cool thing is that teapot looks like having high segments... how fast is this box#2?

does it require to run simulation for dynamics? or interactive?

SoLiTuDe
02-12-2009, 05:51 PM
A friend and I were discussing how BOX2 looks fantastic but it doesn't seems to have concave inter particle collision (only convex). I haven't used TP , but does TP have concave?

Yes TP does have concave.

JohnnyRandom
02-12-2009, 05:57 PM
In Box#2 it's more or less a limitation of the current PhysX engine, it has been discussed. PhysX itself does support static concave but is not optimal, and limited to one object per scene, according to nvidia. So any inter-colliding particles using PhysX are going to be limited to convex. Maybe that will change with the 3.0 release (which is, incedentally suppose to have 64-bit support as well)

Not sure about standard TP dynamics though, someone else will have to chime in with that.

OlegB
02-12-2009, 06:04 PM
Just a note to mention: Box#2 already has PhysX 64-bit support. Unofficially: release date is March, with support for 3ds Max 9, 2008 - 2010, both 32- and 64-bit.

Thanks,
Oleg B.

JohnnyRandom
02-12-2009, 06:30 PM
cool thing is that teapot looks like having high segments... how fast is this box#2?

does it require to run simulation for dynamics? or interactive?

It is interactive with the option to bake. Speed is dependent on your hardware. Comparatively speaking it is pretty quick.

Nickolay411
02-12-2009, 07:02 PM
Just a note to mention: Box#2 already has PhysX 64-bit support. Unofficially: release date is March, with support for 3ds Max 9, 2008 - 2010, both 32- and 64-bit.

Thanks,
Oleg B.


BOX #2 64BIT. :) and 2010. Very excited.

PsychoSilence
02-13-2009, 02:17 AM
Oh this fancy Ansi...when will he stop spamming.......

Having a recession in the US, Digital Dimension and Orphanage been closed just lately i thought this might be worth reading to some of you guys:

Ten Ways to Use LinkedIn to Find a Job (http://blog.guykawasaki.com/2009/02/10-ways-to-use.html)

amckay
02-13-2009, 02:25 AM
Digital Dimension had nothing to do with the recession...


cool link ansi thats really useful

JohnnyRandom
02-13-2009, 02:32 AM
......bummer :( nonetheless

cojoMan
02-13-2009, 09:12 AM
can u give me a short walkthrough of how I can put particles on a surface based on an image using pflow ?

tp is not yet supported with the voronoi :P

irwit
02-13-2009, 09:47 AM
can u give me a short walkthrough of how I can put particles on a surface based on an image using pflow ?

tp is not yet supported with the voronoi :P


use position object, then there's a tickbox for based on map. Create the black and white map for your object and click density by material and your particles will spawn on the white. You can also create a multi sub so you can have a material for just your particles and a proper material for your object.

cojoMan
02-13-2009, 10:08 AM
silly me. I've forgotten about that. and though it was smth more comlpicated... :p
thx

Cryptite
02-14-2009, 12:03 AM
Alrighty, gentleman. Part Pflow question part probable maxscript question. Here's what i'm trying to achieve.

Worded in a complex manner, I need particles emitted from a moving surface that follow the original vector of the surface but also retain their emission properties.

To simplify what i'm talking about, this is what i'm trying to do exactly.

I have a space battle in which ships (in space!) are firing upon each other. With a simple PFlow i have particles hitting a ship surface and exploding particles outward. The problem is that the ship being hit is moving, but when the particles emit, they emit as if the ship were stable. This means, in a zero gravity situation, say, the explosion puffs out and then it sort of sits there while the ship glides through/past the explosion in an unsavory manner. What I need is something similar to having a manually keyframed explosion that you then just 'link' to the ship, inheriting its forward motion.

I know PFlow pretty well in and out, sans the script operators because my maxscript knowledge is pretty sparse, but is there a way to do this either through some Pflow tricks i'm unaware of or (my guess) an additional pflow script operator that adds the ship's velocity to the particles.

Any help would be loverly! Thanks guys.

-Crypt

floopyb
02-16-2009, 01:20 AM
. What I need is something similar to having a manually keyframed explosion that you then just 'link' to the ship, inheriting its forward motion.


Oleg has an example of how to do this with Box 3:
http://www.orbaz.com/forum/viewtopic.php?t=861

Nickolay411
02-19-2009, 09:08 PM
Hi Pflow users,

So I have one collision test with multiple (10) Sdeflectors active.

Is there an easy way to get a list of the specific (ex. Sdeflector03) deflector that had just tested true?


Thanks,

Nick

irwit
02-19-2009, 09:41 PM
make 2 collision tests and have 9 deflectors in one and the specific deflector in another which leads to an event.

Nickolay411
02-19-2009, 09:50 PM
Thanks William for responding.

I won't actually know which of the 10 deflectors I want to add to script operator
until the collide.

I can't really make 10 of these collision tests. Seems like It would slow down to much.

I think I am looking for a get/list function of the deflector that tests true in the collision?

I think I need to get the list of deflectors using Collision_Nodes
Assign each of them a variable
And then see which variable tests true?

Im at work, experimenting when I should doing other things. Will try this method tonight unless someone points me in a better way.

cheers.

Daniel-B
02-25-2009, 09:34 PM
This is just a cool little thing I put together quickly. Using careful placement of lights and ideas from this tutorial (http://forums.cgsociety.org/showthread.php?t=553628), I was able to fake a volumetric launch smoke look using pflow and standard scanline. No plugins were used.

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

jussing
02-25-2009, 10:18 PM
That's cool, Daniel! I'm flattered. :)

JohnnyRandom
02-25-2009, 10:41 PM
Cool Dan :thumbsup: , got a clip by any chance? be nice to see in motion :)

Glacierise
02-26-2009, 09:56 AM
Cool, only thing poking me is the light falloff being too sudden. Have you tried it with inverse square?

3DMadness
02-26-2009, 12:03 PM
Looks really nice, how long is it taking to render and how many particles are you using?

irwit
02-26-2009, 12:19 PM
Looks really impressive! Printed off the tutorial so going to have a look at dinner.

Good job :thumbsup:

ahmedsheeraz
02-28-2009, 06:56 PM
I like this technique....nice work.

PsychoSilence
03-02-2009, 07:04 AM
http://www.3delicious.de/spielwiese/BETA/public/PhysXCollision_Tornado.jpg

http://www.3delicious.de/spielwiese/BETA/public/PhysXCollision_Tornado.mov

the scene is almost a year old and was done with one of the first builds there were. this effect was the reason for oleg to write material inheritance for the birth group acquired materials (just in case u wanna get nostalgic in a decade telling ur kids at the cozy fire place about the great time we had...).

and another one...going down in ripping and tears...

http://www.3delicious.de/spielwiese/BETA/public/going-down.avi
(no prefracturing what so ever needed. the idea is to have tearable cloth e.g. going on but can be tweaked to look like blade-style dissolves etc. tearing doesnt need physx necessarliy so it is not bound to itīs limitations. cant wait to have some fume follows tearing sh*t in half :D )

Glacierise
03-02-2009, 12:24 PM
I think by now I am psyched enough about box2, bring it out already Oleg!

jigu
03-02-2009, 03:59 PM
Is it a sign of release date coming soon?

Glacierise
03-02-2009, 04:06 PM
Yeah, Oleg himself announced it for the end of March, so sit tight! It will come with the new max release, I guess.

JohnnyRandom
03-02-2009, 04:32 PM
http://www.3delicious.de/spielwiese/BETA/public/PhysXCollision_Tornado.jpg

http://www.3delicious.de/spielwiese/BETA/public/PhysXCollision_Tornado.mov

the scene is almost a year old and was done with one of the first builds there were. this effect was the reason for oleg to write material inheritance for the birth group acquired materials (just in case u wanna get nostalgic in a decade telling ur kids at the cozy fire place about the great time we had...).


Nice to finally see that shot in motion :D Nice work!

amckay
03-02-2009, 06:49 PM
dude that is so phyiscally inaccurate.. cars cant fly..
and what is that blue stuff?



;)

OlegB
03-02-2009, 07:33 PM
It will come with the new max release, I guess.
To avoid any possible confusion: PFTools: Box#2 is a commercial plug-in from Orbaz Technologies (http://www.orbaz.com/); it's not a part of the new 3ds Max release. The plug-in is compatible with 3ds Max from release 9 to 2010, both 32- and 64-bit.

A few more test animations can be found here: http://www.orbaz.com/forum/viewtopic.php?t=1921

Thanks,
Oleg B.

Glacierise
03-02-2009, 08:16 PM
Yeah, by 'with' I meant 'at the same time', sorry :) I am very pumped about the new stuff, esp the constraintes. That weaved-beads thingy has LOTS of them, how much time does that take to simulate? I hope we will be able to make a sim with these constrained thingies, then parendt fragments to them to make something like breaking of reinforced concrete and other stuff that doesn't just fall apart like a house of cards, but some of it stays intact, supporting other parts... you get the idea.

OlegB
03-02-2009, 09:44 PM
you get the idea
That was one of the reasons to implement this functionality.

how much time does that take to simulate?
Relatively fast. You can change parameters and then hit playback in viewport to see if you like it; if not, change parameters, hit playback etc. You can also bake simulation.

Yeah, by 'with' I meant 'at the same time', sorry
That's why I said: "...possible confusion." Sometimes the folks read into words too much. :)

Thanks,
Oleg B.

JonathanFreisler
03-02-2009, 10:34 PM
GAH now i am exited. Cant wait oleg!

Just pee'd a lil.

Glacierise
03-03-2009, 06:00 PM
Great stuff Oleg, have some of the guys in the beta done destruction with constraints? I'm very curious on that!

JohnnyRandom
03-03-2009, 06:58 PM
Great stuff Oleg, have some of the guys in the beta done destruction with constraints? I'm very curious on that!

The smoke stack test I did uses PhysX Glue to hold the bricks together. Also PhysX Glue is a test op in which you can pass particles on that meet certain requirements. Not sure If I can say much more than that. You can basically use it anywhere you need to attach particles to particles.

Glacierise
03-03-2009, 07:36 PM
Do you know TSNStudios' reel? They have this thing we're really missing, with constraints. Now these guys do engineering demolition, high class stuff, but if we can approach these capabilities - that'd be exciting!

http://www.youtube.com/watch?v=hDBsSht1_VA

jussing
03-03-2009, 07:47 PM
Do you know TSNStudios' reel? They have this thing we're really missing, with constraints. Now these guys do engineering demolition, high class stuff, but if we can approach these capabilities - that'd be exciting!

http://www.youtube.com/watch?v=hDBsSht1_VAThat's the most smashing (no pun intended) reel I've ever seen!

JohnnyRandom
03-03-2009, 07:51 PM
I have seen there stuff, it is truly crazy what their doing, I was looking into this a while back, this is the software they are using...I'm guessing they developed a prop. link to it though.

http://www.extremeloading.com/ELS_Suite.asp?show=Demolition&type=common


You are also putting a great deal of trust in nVidia :D

Glacierise
03-03-2009, 08:27 PM
You mean, the physx joints suck?! :D Could be, let's wait and see. At least a step towards that thing, we should get.

JohnnyRandom
03-03-2009, 10:19 PM
Not saying that at all (but I did detect sarcasm :D) I just hope they keep going forward with its development at a good pace, so everything can keep getting better. :)

mickatt
03-10-2009, 03:05 PM
the videos of PFTools: Box#2 are definitely great!!!

especially the last one (pskinner16.zip).
Have you added differents surface property of this kind of effect?

sorry for my english

amckay
03-10-2009, 03:13 PM
3 cheers for Oleg!

Glacierise
03-25-2009, 01:48 PM
New image by Anselm, with box#2:

http://psychosilence.cgsociety.org/gallery/745757

cool stuff dude :)

JonathanFreisler
03-25-2009, 02:06 PM
I cannot freaking wait! Imagine the months of endless testing we will all be doing ha ha.

JohnnyRandom
03-25-2009, 05:51 PM
His shots are all so polished compared to mine :D That Venus shot is sweet, something like 50,000 particles ;) Hadn't noticed that avalanche until now, looks nice :)

Boy I guess I should post something too...I did bother to actually render a couple out. A couple quick test, not super accurate but anyway...

Jello 4 mb QT (http://www.4rand.com//TEST/ParticleFlow/b2b/PSkinner/Jello/jello.mov) it's got a cube penetrating the jello :D kinda a flub

http://www.4rand.com//TEST/ParticleFlow/b2b/PSkinner/Jello/jello.png

Coins 12 mb QT (http://www.4rand.com/TEST/ParticleFlow/b2b/Coins/coins.mov)

http://www.4rand.com/TEST/ParticleFlow/b2b/Coins/coins.png

PsychoSilence
03-25-2009, 10:28 PM
gotta love the yello and rubber duckys!!!

charley posted his reel over there at animations:

http://forums.cgsociety.org/showpost.php?p=5767006&postcount=1

maybe drop by and drop a line :)


kind regards,
anselm

JohnnyRandom
03-25-2009, 10:59 PM
^He's got some "reel" nice shots in there, thanks for the head ups ;)

artabsinth
03-31-2009, 10:46 PM
March = box 2? :)

PsychoSilence
03-31-2009, 10:52 PM
The bug hunt is still on. But iīd rather prefer a bug free (or at least light on bugs) release than an early one.

so long some tearing:

www.3delicious.de/spielwiese/BETA/public/PhysXGlue_ClothDamage.mov (http://www.3delicious.de/spielwiese/BETA/public/PhysXGlue_ClothDamage.mov)

Cryptite
04-01-2009, 01:06 AM
This one's for Allan or anyone else who can pitch a hand.

I'm trying to expand on the FumeGenUI script to allow the script to spawn the fume grids with proper orientation to the particles emitted.

The real-world example is that I have ships blasting each other apart and I need the explosions (Grids) to stick out of the side of the ships, rather than all pointing up.

I was toying with this for awhile with Solitude, trying things like a guide particle with rotation that could be used to replicated particleTM for stuff, but couldn't really get anything specific to work.

So if any of you have any ideas how I can spawn the fume grids with some good orientation, i'd be your debt!

JohnnyRandom
04-01-2009, 01:55 AM
Hey cryptite, is it the grids or the sources that you want to align?

A note on the grids if they are anything but "normal" the velocities get messed up. I was playing around with rotating the grid a couple of weeks ago, I was exporting velocity for Pflow, needless to say the upon importing the velocities via fume follow op, I noticed they were jacked and completely incorrect.

Cryptite
04-01-2009, 02:02 AM
It's just the cached versions of the grids. The script that Allan provides merges in multiple sets of the same grids and aligns them with auto-generated dummies. So i've already simmed out the grids, i'm just merging in the grids themselves. AFAIK, you can rotate the grids all you want if they're already simmed and nothing will change. Simming a grid sideways is a different matter.

OlegB
04-01-2009, 02:05 AM
The bug hunt is still on. But iīd rather prefer a bug free (or at least light on bugs) release than an early one.

Yep, still hunting. We have to make sure that Box#2 plays nicely with the rest of PFlow, including caching, events, integrated/non-integrated Box#1, Box#3, and on both 32- and 64-bit platform. And to support 4 releases of 3ds Max - from R9 to R2010. Phewww...

Thanks,
Oleg B.

PsychoSilence
04-01-2009, 02:10 AM
its still some time left til we pack our bags and roll into new orleans!

JohnnyRandom
04-01-2009, 02:13 AM
Oh, I gotcha, I'll have to let that cook, is the script in his script pack?



Hey Oleg, back to work no time for small talk :D downloading the UK version of max2010...kidding...maybe...

SoLiTuDe
04-02-2009, 05:47 AM
This one's for Allan or anyone else who can pitch a hand.

I'm trying to expand on the FumeGenUI script to allow the script to spawn the fume grids with proper orientation to the particles emitted.

The real-world example is that I have ships blasting each other apart and I need the explosions (Grids) to stick out of the side of the ships, rather than all pointing up.

I was toying with this for awhile with Solitude, trying things like a guide particle with rotation that could be used to replicated particleTM for stuff, but couldn't really get anything specific to work.

So if any of you have any ideas how I can spawn the fume grids with some good orientation, i'd be your debt!

haha If I didn't like running linux so much at home now, I'd have it finished for you already! :D

kogden
04-02-2009, 08:41 AM
This one's for Allan or anyone else who can pitch a hand.

I'm trying to expand on the FumeGenUI script to allow the script to spawn the fume grids with proper orientation to the particles emitted.

The real-world example is that I have ships blasting each other apart and I need the explosions (Grids) to stick out of the side of the ships, rather than all pointing up.

I was toying with this for awhile with Solitude, trying things like a guide particle with rotation that could be used to replicated particleTM for stuff, but couldn't really get anything specific to work.

So if any of you have any ideas how I can spawn the fume grids with some good orientation, i'd be your debt!


Hi

I think i might have a solution for you! And i hope i haven't missed the point of what you were saying....so i hope this is what your after :)

Though i am very new to maxscript and even more so with pflow scripts, I hope this works on your end.

Okay basically what i have done is used the tut in the help file that attaches lights to particles, i think this was originally made by Bobo, so i wont take all the credit!

Also this will work but you need to have the scene set-up in initially for it to work, so here we go:

1. Create a FumeFX grid and a particle source, attach the source to the grid.

2. Name the Fume Grid "FFX_Smoke_01" ( you can chaneg this but you need to edit the script)

3. Create a default pflow system.

4. Replace the Shape operator with a Script operator (we'll put the script into the oporator last)

5. Add a Spawn test to event one.

6. Create a new event and add a Display, Speed and an Age operator.

Okay now lets give the flow some properties.

7. Event one, spawn the particle at frame 0, and only spawn 1 particle.

8. Event one, Change the speed to the lowest value you can ie 0.001

9. Event one , Chane the Rotation operator to "speed space follow" and change the Y axis to 90 degree's

10. Event one, in the Spawn Test tick delete parent and spawn 25 particle.

11. Event two, change the Speed to inherit previous, and set the speed values with some divergence.

12. Event two, set the age to 5

http://www.kobfx.com/kobfx_FFX_particleRotGrid.jpg

13. Open the script operators script, and replace the code with the following.


on ChannelsUsed pCont do
(
pCont.useTM = true
pCont.useAge = true
)

on Init pCont do
(
global _myFFXGrid = $FFX_Smoke_*
)

on Proceed pCont do
(
partcount = pCont.NumParticles()
count = amin #(partcount,_myFFXGrid.count)
for i in 1 to count do
(
pCont.particleIndex = i
_myFFXGrid[i].transform = pCont.ParticleTM
)
)


on Release pCont do
(

)

.

Okay this should all work once you close the script window.

Click simulate and you should get a result!

Tip: if you want more fluid containers. Create more containers (and add the source to the new ones) equal to the number of particles you want at frame 0.

Okay i have attached a max 8 file that does exactly this check it out!

Hope this is what you were after.

Kieran.

MAXFILE (http://www.kobfx.com/kobfx_FFX_particleRotGrid_v08.rar)

JohnnyRandom
04-04-2009, 02:29 AM
Nice Kogden, I took it a step further :)

Tom all I can say is this is messy :D

PopPoint QT 1.3 mb (http://www.4rand.com/TEST/FumeFx/Fire/GotoMultiPoints/poppoints.mov)

It seems half the time the transforms don't want to take so hold your scene before you evaluate the script operator.

So this one works with find target. So when the missle in this case a teapot finds its target (the sphere) it puts a copied grid at the point of impact and sets the fumefx playFrom frame to go off at impact.

In the scene FFX_PopPoints_start.max, simulate the grid FumeFX01 it is at position [0,0,-300], then shift+drag copy this grid set it to 9 copies. Use copies so the output file stays the same, and the pre simulated files are used.

Hold your scene NOW! :D

Run this code: You need to clean the arrays becuase when you opend the scene pflow populated them, you need to start fresh.

theFumeFXGrid = #()
grid_arr = #()
gc()
select $FumeFX*
$.playfrom = 0
$.pos = [0,0,-300]


Next open the script operator to edit and close again to evaluate and repopulate the arrays.

Playback only once through the timeline or the impact times will recalculate and mess up the timing. If all goes well your containers have now aligned themselves to the impact points. Move the script operator to the off empty event next to the flow to keep it from evaluating again.

Render. Close max and think of a better approach! This in theory could be applied to different scenes as longs as your particles are facing the right way.

I really think the proper approach would be to gather the data from pflow and script a utility to do this outside of pflow to avoid the update issues. Think about it later...

Anyways...

Cryptite
04-04-2009, 03:00 AM
Cheers guys.

@Johnny, can't open your scene, though. I presume it's because i'm still using 2008. Think you could post a screencap of the pflow setup and the script operator script? Cheers!

If allan permits, and we get a nice stable version of this script, i'll merge what you guys have given me with my updated version of the script he provides in the DVD so we can get auto-merged and auto-oriented fume grids with a click of the script (I added a few extra nice things: button to delete your grids so you can re-generate them as well as a progress bar for scenes like mine where you're merging in like 20 grids).

Thanks!

JohnnyRandom
04-04-2009, 03:26 AM
A crap, its max2009 :banghead:, didn't occur to me, I was testing some other stuff.

Flow:
http://www.4rand.com/TEST/FumeFx/Fire/GotoMultiPoints/Flow.png

ScreenShot (http://www.4rand.com/TEST/FumeFx/Fire/GotoMultiPoints/Screen.png)

Script Operator:

on ChannelsUsed pCont do
(
pCont.useTM = true
)

on Init pCont do
(
global theFumeFXGrid = #()
for o in objects do if classOf o == FumeFX do append theFumeFXGrid o.name
global grid_arr = for o in theFumeFXGrid where isValidNode (obj = getNodeByName o) collect obj
)

on Proceed pCont do
(
p = pCont.particleID
count = pCont.NumParticles()
for i = 1 to count do
(
print p
Print grid_arr[p]
grid_arr[p].transform = pCont.particleTM
print grid_arr[p].transform
rlTime = slidertime as integer
curTime = rlTime/ticksperframe
grid_arr[p].playFrom = curTime - (curtime*2) -- Impact time start playback
)

)

on Release pCont do
(

)

JohnnyRandom
04-04-2009, 08:15 PM
Forget that other junk I posted... Bobo is da man, going back through my shady memory banks I realized I have learnt this before, on his pflow scripting dvd's. It just smacked my in the face! A way more reliable solution, and it works like a charm.

This version runs the final update script and another script operator for impact timing.

Final Update script: Clone your grids with a more unique name easy trackability...
global theGrids
pf_node_current = particleFlow.scriptRunner()
if (pf_node_current != undefined) then
(
count = pf_node_current.NumParticles()
theGrids = $CL_FumeFX* as array--the name of your copied fume containers
theGrids.pos = [0,0,-10000] --set the positions so they are off screen when not in use
minCount = amin #(count, theGrids.count)
for i in 1 to minCount do
(
pf_node_current.particleID = i
theGrids[i].transform = pf_node_current.particleTM
)
)

Then the script operator for impact timing: this should go in the event that the collision occurs. ie the next event wired to say a collision op. or find target.
on ChannelsUsed pCont do()
on Init pCont do
(
global rlTime
global curTime
)
on Proceed pCont do
(
p = pCont.particleID
count = pCont.NumParticles()
for i = 1 to count do
(
--print p
theGrids[p].playFrom = 0
rlTime = slidertime as integer
curTime = rlTime/ticksperframe
theGrids[p].playFrom = curTime - (curtime*2) -- Impact time start playback
--print theGrids[p].playFrom
)
)
on Release pCont do()

Be sure to use a cache op. set to View/Render Intgration step, this will ensure that the grid impact times are correct. I noticed if I didn't use a cache the impact times were off, which makes sense since the playFrom time isn't initialized correctly until playback has run through the timeline at least once.

http://www.4rand.com/TEST/FumeFx/Fire/GotoMultiPoints/Flow2.png

Not sure if you can write to the Final step update script through maxscript, you can turn it on/off but that's about it AFAIK. You can create the script op through maxscript. Another note you cannot use a scale operator in the flow this will jack the grid transforms and the grids will not render properly.

Cryptite
04-05-2009, 09:00 PM
Thanks guys!

Naturally after all your hard work, I found that all I needed to change was about 2 lines of code in Allan's two scripts. I've emailed allan asking if I had permission to post these scripts up here, since they're only found in the FFXAdvanced training DvD.

If he's cool with it, i'll post them here, otherwise, you guys have both come up with solutions that work great.

PsychoSilence
04-08-2009, 08:19 PM
Yet another Box#2 treaser in form of a trailer:

http://hkiff2.hostmezone.com/user/film_assets/1074_pic_2.jpg

Niko&The Way to the Stars - Trailer2009 (http://www.nikomovie.com/en/assets/videos/wtts-trailer.mov)


http://www.nikomovie.com


The avalanche shots used box#2 and AfterBurn for debris, ice and snow. The movie is coming out this X/Mas in Europe.
As usual in movies this was not a one man gig. I don't take full credits for the work done, i'm just the delivery guy of good news :) I will talk a bit about this production at a given time.

Thanks Oleg for letting me use the (back then) very young tool in production. I would like to call it an "Olegorism". ("Olegorism" is when Oleg helps you out as dedicated as he always does).

SuperRune
04-14-2009, 02:08 PM
Cool with all these Box#2 previews! I haven't seen them until today after checking the news at maxunderground.

What really bugs me with these simulations (and 3D physics in generel), as well as being something I'm fighting against all the time - is that it is all so darn slow motion, almost like underwater! I hope that's only done for demonstration purposes in these previews, and that it is something that is easy to adjust. Anybody got any previews of faster simulations, simulated all the way to the end when everything has settled down?

JohnnyRandom
04-14-2009, 03:58 PM
Gravity and mass are all easily adjustable. Simulations settle nicely as well, jitter is generally not an issue and if it does jitter you have the ability to easily raise the simulation sub steps to get a more accurate simulation. I'll drum up scene to demonstrate.

SuperRune
04-14-2009, 04:01 PM
Cool - actually what would be great was if there is something similar to the Time Scale setting inside Reactor. So that if you are pleased with the settings, but the director or supervisor found everything to be too slow, you could easily crank it up and keep on adding to the simulation afterwards.

Glacierise
04-14-2009, 04:03 PM
Physx has veeeeery cool time scaling - best i've seen in a solver, check out the rayfire demos.

JohnnyRandom
04-15-2009, 02:47 AM
^ I like Rayfires time scale implementation as well, that thing is fun:)

Here are a couple of simple examples (tweaked Oleg's idea a little, seemed like a good platform :) ) of adding more gravity...their are a host of other tweaks you can perform but for the sake of simplicity.

http://www.4rand.com/TEST/ParticleFlow/b2b/Gravity/test1_grav980.png

Test 1 Gravity Default 980.066 - QT 16 mb (http://www.4rand.com/TEST/ParticleFlow/b2b/Gravity/test1_grav980.mov)

Test 2 Gravity 2980 - QT 13 mb (http://www.4rand.com/TEST/ParticleFlow/b2b/Gravity/test2_grav2980.mov)

Test 3 Gravity 5980 - QT 15 mb (http://www.4rand.com/TEST/ParticleFlow/b2b/Gravity/test3_grav5980.mov)

and for the heck of it 12168 particles (http://www.4rand.com/TEST/ParticleFlow/b2b/Gravity/12168particles.mov) could use a little tweaking to settle. sorry, its 500 frames and 83 meg. so you know.

CapitanRed
04-15-2009, 04:02 AM
that first one looks like there is some jointing going on. hows that created and how does it break?

JohnnyRandom
04-15-2009, 04:42 PM
^A little bit of Glue :) with the ability to set binding strength/breakability plus a host of other options.

SuperRune
04-15-2009, 04:54 PM
Great tests, keep them coming :D Cool to hear that physx has a time scale feature, that should take care for everything. Is it animatable as well?

I'm bidding for a VFX-job now that calls for some major destruction and particle work. I'm crossing fingers that Box#2 will be released within a month or so, would be a cool addition to the stuff the client is looking for...

DeKo-LT
04-27-2009, 02:05 PM
[...] I'm crossing fingers that Box#2 will be released within a month...

NO.
But anyways, it looks awesome must-have tool :thumbsup:

PsychoSilence
04-28-2009, 07:56 AM
Deko is back, Deko is back!!!

donīt be a stranger no more around here :(

kind regards,
Anselm

grury
04-28-2009, 09:26 AM
When importing meshes or objects from RealFlow, an Integration Step lower than 1 frame in ParticleFlow screws up the whole flow.
Has anyone else experienced this?

Cheers

loran
04-28-2009, 11:28 AM
Do you guys have seen the severals sample scenes about Pflow in the Max2010 SampleFiles DVD?
Awsome! many many good samples. Very good to work faster.
most of them are shaded, ready to render.

DeKo-LT
04-28-2009, 07:15 PM
Hey Anselm, nice to see you :)
Still hope so that you will show even more Box2 examples... :D

loran
04-29-2009, 09:52 AM
I am currently crumbling an wall with PF. I want big chuncks to fall faster than small bricks.
Bobo has a tutorial about this (http://www.scriptspot.com/bobo/mxs5/pflow/pflow__force_by_mass.htm) but I use instanced shapes from the scene instead of basic particles (http://laurent.renaud.free.fr/tuto01-uk.html) and the Bobo 's setting point size on particle size. Is there a script line to measure each instance volume?

thanks

http://laurent.renaud.free.fr/divers/wall.jpg

noouch
04-29-2009, 04:06 PM
Assuming you're adding the particle shape in the birth script, you can add the function for calculating the volume there.

Faster than calculating the volume would be to calculate the difference between the bounding box minimum and maximum using the nodeGetBoundingBox or nodeLocalBoundingBox methods.

For example, you can multiply the dimensions of the node's bounding box by each other to get the volume of the bounding box:


bbox = nodeGetBoundingBox theObject theObject.transform
bboxVolume = ((bbox[2].x*2)*(bbox[2].y*2)*(bbox[2].z*2))/2
pCont.particleFloat = bboxVolume

Note that if the object has been scaled, the scale needs to be taken into consideration because the object's transformation matrix itself is used for nodeGetBoundingBox.

If you want the true volume, try this bit from the maxscript reference:

There is currently no access to the Measure Utility from MAXScript, but you can use the following MAXScript function to get the same results:

SCRIPT


fn CalculateVolumeAndCenterOfMass obj =
(
local Volume= 0.0
local Center= [0.0, 0.0, 0.0]
local theMesh = snapshotasmesh obj
local numFaces = theMesh.numfaces
for i = 1 to numFaces do
(
local Face= getFace theMesh i
local vert2 = getVert theMesh Face.z
local vert1 = getVert theMesh Face.y
local vert0 = getVert theMesh Face.x
local dV = Dot (Cross (vert1 - vert0) (vert2 - vert0)) vert0
Volume+= dV
Center+= (vert0 + vert1 + vert2) * dV
)
delete theMesh
Volume /= 6
Center /= 24
Center /= Volume
#(Volume,Center)
)

amckay
04-29-2009, 06:59 PM
Do you guys have seen the severals sample scenes about Pflow in the Max2010 SampleFiles DVD?
Awsome! many many good samples. Very good to work faster.
most of them are shaded, ready to render.

Glad you liked them! Unfortunately when I was commissioned to create them I was given a lot of limitations like no volumetrics or plugins, so just straight pflow which meant creating fire or explosions a bit uninteresting, of course the particles are all in order just when it comes to rendering if you throw them through afterburn you'll get some much nicer results! Other than that a lot of the more complicated setups I needed to keep playing in real time so it couldnt ever get too complicated, as well as various other limitations.

So I think all in all there are a lot of set ups that will save people time, as well as a lot of more technical set ups that will show others how to do some more tricky types of effects, rather than the same ol stuff. But just on the visual side its a bit bare without krakatoa or afterburn to render the FX out!

How are you Loren? Cool FX post btw!

On a side note, its my birthday tomorrow so I'm off to get drunk ;)

Allan McKay

zsero
04-30-2009, 02:41 PM
How can I attach omni lights to PFlow particles? I would like to make a fireworks animation, where there is a light effect on the buildings / flat surfaces just like in real world.

I have tried to attach spheres and apply vray light material, but vray didn't give me smooth results for this 200+ small vraylight objects, but I think with simple omnis, the results will be smooth.

Do I need to use maxscripts for that?

amckay
04-30-2009, 04:06 PM
yep you'll need to use maxscript
I'd write it up here but I'm in severe crunch mode right now - perhaps someone else can, but its relatively easy you just need to build 50 lights for 50 particles (you can get it to generate them but it doesnt like deleting and creating on the fly so gets a bit unstable at times) and link their position

so the idea is something like this, but obviously you'll need to flesh it out a bit more.
first create 50 lights if you're using 50 particles. then...

in the creation section:
mylights = lights as array

runtime:
for i = 1 to pcont.numparticles() do
(
pcont.particleindex = i -- makes current particle in the loop active
mylights[i].position = pcont.particleposition
)

something like that, hope it helps

-AM

PS. you could tell them initially to all locate to [9999,999,9999] in world space, or turn off on the first frame, and then turn on or relocate as they get assigned, this way they arent in the end position of the last frame when you cycle back through.

PPS. As mentioned about about the pflow assets in max 2010 I believe I created a scene file that ships with max that does this if you have 2010.

noouch
04-30-2009, 04:07 PM
*edit* never mind, Allan covered it. Bobo has the same method covered in detail as well:

http://www.scriptspot.com/bobo/mxs5/pflow/pflow__MovingObjects.htm

zsero
05-01-2009, 12:50 AM
Thank you for the detailed answer. I will see this maxscript way soon, but before I get into it I think it's better to ask.

As I realized, there is the lighting and there is the visual effects about a fireworks, and these two are totally independent. In the real world they are not, but in 3D, I can do anything I want with the lighting and do something else with the rendering of the particles, and it's just about personal taste which makes it look good. I mean the best way is not always physical correct simulation and GI, but the one which is fast and looks good to human eye.

What is closer to physical simulation would be the sphere geometry + vray light way both for rendering and for GI, but as it seems it's just not efficient for animation. The technically better way would be not vraylight but omnis instanced using maxscript. The problem is that there are at least 2000 particles (think about a real fireworks), which could be a problem for maxscript (I will see soon).

The third way would be faking, by first rendering the scene (in linear color space), measuring the average luminosity of each frame (using some utility) and keying for a vray sphere light's size and multiplier from this data. I think this needs the most work, but it produces the smoothest rendering results (there is just 1 dynamic light).

Do I see things correctly? Which way would you suggest me? I think it's more important to take care about the rendering effects than about GI lighting, I think even a simple curve manipulation in composition could do the trick for the "wow" effect of fireworks.

spurcell
05-01-2009, 03:30 AM
allan, could you please reset your server download bandwidth or something? :beer:

amckay
05-01-2009, 03:53 AM
I've got a completely new server, its lightning fast, unlimited bandwidth, you can download 5gb in under 2 hours..
However I'm just totally swamped trying to finish up 2012. Sometime in May I'm going to switch allanmckay.com over to the new server, at this time there'll be a new website launch, LOTS of new free training content and I will finally get rid of the bandwidth issues I've been plagued with the the last half a dozen years finalllyy
so give me a little it of time, probably end of the month if time permits, I wrap this film may 14th so this is one of the many things I have on my agenda as soon as its finished.

There's lots of new stuff for max 2010 I want to get into, and ICE and real flow too

I am also speaking at FMX next week if anyone is attending in Stuttgart, I'm suprised it seems like everyones attending this event so it's going to be pretty swank!

spurcell
05-01-2009, 12:30 PM
I've got a completely new server, its lightning fast, unlimited bandwidth, you can download 5gb in under 2 hours..
However I'm just totally swamped trying to finish up 2012. Sometime in May I'm going to switch allanmckay.com over to the new server, at this time there'll be a new website launch, LOTS of new free training content and I will finally get rid of the bandwidth issues I've been plagued with the the last half a dozen years finalllyy
so give me a little it of time, probably end of the month if time permits, I wrap this film may 14th so this is one of the many things I have on my agenda as soon as its finished.

There's lots of new stuff for max 2010 I want to get into, and ICE and real flow too

I am also speaking at FMX next week if anyone is attending in Stuttgart, I'm suprised it seems like everyones attending this event so it's going to be pretty swank!

thats good to hear. Your a real industry heavyweight, and deserve to have a better website. I hate website creation myself, so any website ive ever had looks about like yours lol

loran
05-04-2009, 03:52 PM
I want to create dust from falling stones. Actually stones are instanced geometries (birth script) and I want emit dust from stone vertices. Is there a script solution to do this?
thx

click the image to watch the video
http://laurent.renaud.free.fr/divers/cgtalk/wall1.jpg (http://laurent.renaud.free.fr/divers/cgtalk/wall1-prev.avi)

OlegB
05-04-2009, 11:59 PM
John did something similar here - http://www.orbaz.com/gallery/?id=30

Thanks,
Oleg B.

loran
05-05-2009, 06:15 AM
Thx Oleg, but the fact is I dont use fumefx nor ToolBox#2...Just want to emit particles from instanced geometry vertices... Is it very complex to script?

floopyb
05-05-2009, 06:58 AM
Use Pflow baker to bake out the first system to animated objects then use all of them to emit new particles with object position.
http://www.scriptspot.com/3ds-max/pflow-baker

Or you can use Box 3 to do it too

kogden
05-05-2009, 10:56 AM
Out of interest how come you cant just use a "spawn test" to spawn from the pivots of the geometry, instead of from the verts?

You should get something that looks very close to the same thing, especially if you use facing sprites for the dust.

Anyways, hope it help :)

Kieran.

loran
05-05-2009, 11:18 AM
Thank you FloppyB, this will help a lot!



Yes you are right Kogden but I just want to test if it could be better this way :)

Mills
05-06-2009, 10:01 AM
Hi
I am making a "video wall" where the screens get blown away by wind the camera then zooms into one of the blocks. e.g. the image posted below. Simple position object with a shape instance.I need to map a hell of allot of different images (about 400 images) onto these screens. Every screen has a different image /video clip. How can i randomly map 400 images to 400 particles or more :) What would b the best way to do this..... scripting?
Any links or advice would be appreciated.
Thanks

http://www.500mills.com/01_part.jpg

JohnnyRandom
05-07-2009, 08:58 PM
Seems scripting would be the best approach since there are 400 different textures, at least to create the material. You can use a pflow material static operator to cycle through all of the sub-materials.

Just make a 400 material Multi/Subobject material. It is more than likely going to hammer your system (you'll be calling a lot of I/O for that many animated textures) but I don't see why it should work. I haven't done 400+ or with avi's but it works with stills.

I'd like to here any other ideas as well. :)

EDIT: Since most are so far away how many are really going to be that visible, certainly not all of them?

galagast
05-08-2009, 06:47 AM
Seems scripting would be the best approach since there are 400 different textures
Yup, I agree with this one. I attached a (very ooold) script I use to create the multisubmat. But it's a very "involved" script, where if you need to set certain properties for the sub materials, you will have to dive inside the script and set them yourself. Just pick the folder where all your textures are and wait for it to load, the material will be placed on the current active material slot. I suggest testing it out on a folder with few textures first.

Another option, just an idea though. If you could combine all of your images into one single large image, you could probably use the setParticleMapping function in a Script Operator to offset your mapping based on a particle ID.

..Or maybe create an animated version of it (or just create an .ifl file), then use Mapping Dynamic with a Script Operator to lock the particle's age. So that particles will only use a frame of your animation.

The only idea I've used/tested so far is Jonhnny's suggestion. Good Luck!

I hope this helps!

Mills
05-08-2009, 11:35 AM
Thanks for the reply. I have been adding the images/clips in the Multi/Subobject and scatter them random, Its a PAIN :) The images all need to be hi res. The camera moves slowly past the "stream" of images/clips. I will probably use a deflector where the particles go out of frame to make the scene less heavy.

Thanks Galagast, I will give your script a try, see if i can figure out whats going on there:) But that sounds like thats exactly what i am after. \m/ I just need to get past doing the Multi/Subobject manually it takes to way long.
Ill let u know how this ends up.
Thanks again

Howard Day
05-09-2009, 10:24 PM
Greetings! So I've posted here before with some issues in Pflow, and everyone here was incredibly helpful. I'm hoping you guys can help me with my latest problem :D So here's the current issue - I've got a particle flow that's generating little muzzle flashes, and a script that's moving lights to those particle locations. However, while it moves them properly, it's also randomly spinning and rotating the lights as it does this. I have no idea why, as I'm only using the .position data to move them, not the full .transform. Here's the script as I currently have it:

on ChannelsUsed pCont do
(
pCont.usePosition = true
pCont.useAge = true
)

on Init pCont do
(
global lightmatch01 = $LaserMuzzleflashA*
lightmatch01.pos = [0,0,-100000]
lightmatch01.scale = [1,1,1]
)

on Proceed pCont do
(
partcount = pCont.NumParticles()
count = amin #(partcount,lightmatch01.count)
countclock = (pCont.ParticleAge/4)
for i in 1 to count do
(
pCont.particleIndex = i
lightmatch01[i].pos = pCont.particlePosition
lightmatch01.pos = [0,0,-100000]
lightmatch01.scale = [1,1,1]
lightmatch01[i].multiplier = 1-countclock
)
lightmatch01.scale = [1,1,1]
)


on Release pCont do
(
)

lightmatch01.scale doesn't appear to DO anything, which strikes me as extremely odd. I've tried lightmatch[i].scale = [1,1,1] as well, and that had no effect as well. I've done just about everything I can think of, but I have no idea why these lights are being randomly scaled and rotated. So that's the main issue, but there's a couple of other things I'd like this script to do - when the particle dies, I'd like to move the light back to a holding position - like [0,0,-100000]. I'd also like to link the light's color and multiplier animation to the particle's age, though I don't know if that's even possible.
All the lights are unique, not instances, and all the lights start out at 0,0,-100000.
Let me know if there's any further information I can provide you guys.
Thanks!

JohnnyRandom
05-11-2009, 04:26 AM
So there are no rotation, spin, or scale operators in your flow? That is odd. I have no idea why they would act that way.

What type of light are you using?

What does your flow look like?


The multiplier you could do something like this:
on Init pCont do
(
global theLight = $Omni01
theLight.multiplier = 1.0
)

on Proceed pCont do
(
count = pCont.NumParticles()
for i in 1 to count do
(
pCont.particleIndex = i
a = pCont.particleAge as integer
b = a / ticksperframe
c = theLight.multiplier
if c >= 0 do
(
theLight.multiplier = c - (b * 0.002)
)
)
)

The color being point3 maybe a little more difficult based on age. I guess you could have a birth age color , a middle color and a death age color and assign it to the light.

Moving the light back should be easy enough, you could if/then/move according to its age (ie if pCont.particleAge >= 20 then (theLight.pos = [0,0,-100000]) or you could test to see if the particle still exists then move it.

Some ideas anyway

PsychoSilence
05-12-2009, 07:01 PM
[/shameless plug start]

i created a new showreel with 50% new stuff if ur interested to see some box2 beta testing stuff :)

http://forums.cgsociety.org/showthread.php?f=154&t=756143

[/shameless plug end]

loran
05-13-2009, 09:53 AM
Hey people! Just check out my new blog. I will post lots of things here.
I ve just post my wall collapse video WIP
http://loran-cg.blogspot.com/

http://laurent.renaud.free.fr/divers/blog/thewall.jpg

http://laurent.renaud.free.fr/divers/blog/thewall-pf.jpg

grury
05-13-2009, 04:15 PM
Very nice result Loran. Fantastic result, specially without the use of dynamics.

JohnnyRandom
05-13-2009, 08:00 PM
Nice Loran :)

You really didn't like that wall did you, smashing it to pieces like that :D

zsero
05-14-2009, 02:26 PM
I have been trying to make different kinds of fireworks animation using PFlow. I got my best results using Afterburn, but it is still not looking the way like a real fireworks (I mean sort of) looks like.

What would you advice me how to render it better? I was thinking about getting some sparkles in the air by duplicating the PFlow sources and give it a 1/100th particle count with more turbulence and keep away value, and rendering it with small long cylinders with self illumination? I mean glow and motionblur can help, but I would like to make it look better before MB or Glow.

two videos:
http://ezstudio.eu/videos/player.php?file=0905-egybe-gorogtuz1.mp4&w=944&h=272
http://ezstudio.eu/videos/player.php?file=0905-egybe-hajo1.mp4&w=1224&h=469

BTW, I have a thread for this, where I posted images too, here I just wanted to ask about some additional tricks which you might know for a better PFlow script.
http://forums.cgsociety.org/showthread.php?p=5865211

Glacierise
05-14-2009, 02:37 PM
First things first - post some reference of the type of firework you wanna achieve ;)

Edit - very cool setup Loran, waiting for the renders!

jussing
05-14-2009, 02:43 PM
Loran, that's awesome!

PsychoSilence
05-15-2009, 04:58 AM
Awesome Loran! Bookmarked ur blog right away :)


i had some waiting time today at work and messed with ragdoll setups...

http://www.3delicious.de/spielwiese/BETA/public/physxglue_ragdoll-jackass.jpg

Particle Flow Toolbox#2: Ragdoll Jackass (http://www.3delicious.de/spielwiese/BETA/public/physxglue_ragdoll-jackass.mov)

JohnnyRandom
05-15-2009, 05:48 AM
Ahhh, so that's what you were doing with those ragdolls :D

grury
05-15-2009, 07:56 AM
LöL! Wiked. I like the last one when the arm falls down n then has a slight pop when hits the leg.

Glacierise
05-15-2009, 09:56 AM
Neat and more importantly brutal tests! That physx glue seems so promising, can't wait!

PsychoSilence
05-16-2009, 07:25 PM
i added one more test to the QT above :D

Glacierise
05-16-2009, 07:31 PM
Great :) Important question - can you make the plastic objects plastic, except ellastic? I mean, can the keep their deformation instead of bending back to their original shape? We need that for mangling metal :)

zsero
05-17-2009, 02:16 PM
Why is the simplest collision test leaking? I am really going crazy, it is not an advanced scene, just a 3 click test, with all default settings, and the number of particles is around 10000, then why is that happening?

video: http://ezstudio.eu/videos/player.php?file=0905-leaking1.mp4&w=640&h=480
http://ezstudio.eu/videos/videos/0905-leaking1.png

kogden
05-17-2009, 02:32 PM
10k particles i would say is enough to make the particle system have to think, and maybe its just missing the collision so it can work optimally. Besides that i can only suggest a way to fix it.

Increase the step size for you particles.

This will decrease view-port performance but increase the dynamics accuracy :)

Hope that helps.

Kieran.

zsero
05-17-2009, 02:42 PM
I do not have any step size, where should it be? I have Birth, Position Icon, Speed, Collision, Force, Delete, Display

Actually by luck I could solve the problem, the problem was that the collision was before Force (Gravity) and not after it, changing the order solved the leaking.

Is there any rule of thumb for order the operators? Before this example, I didn't meet anything where the order did matter (OK, I mean order which is not trivial).

kogden
05-17-2009, 03:00 PM
Ahh cool, yeah the order fixed it.

Yeah a sort of a rule but only cause weird shit that like that happens.
I'd go something like this:

birth
position
speed
forces
other operators (like roatate, spin, keep apart)
shapes
material (or with the other operators, or in the very top event)
tests
display.


Also the step size is located in the "PF Source" (top node that begins the pflow). My bad before its actually called "intergration steps" there's on for viewport and one for render, this is also why you may see diffrent results on rendering, from what you see in your viewport.

Anyways i hope that helps!

:)

Kieran

Glacierise
05-17-2009, 04:22 PM
Hey guys, what would you suggest for a good practice in exporting-importing pflows between scenes in a heavy production environment?

JohnnyRandom
05-17-2009, 06:29 PM
Hey Hristo, in a heavy production environment I have no idea, but what I do know...If you rename your sources, events, and more importantly operators with semi-descriptive name, merging them into your scenes is waaaay easier. IE you don't get the "there is something with this name do you want to rename or replace" dialog.

This is what I do for flow that I want to reuse in other scenes, probably a little overdone but anyway...
Example for a basic flow:

PFSource 01 = 01_ABC_PFSrc01
01(descriptor, not nessecary but this thows everything to the top of the merge list)(and/or)_ShortName(ie "StdFlw" would be Standard Flow)_PFSrc(PFSource)
Add a description in the comments.

Render 01 = 01_ABC_Render 01

Event 01 = 01_ABC_ev01_Birth
Descriptor_ShortName_eventLabel(so everything within event01 will be listed by order of event)_Function of event

Birth 01 = 01_ABC_ev01_Birth 01
01_ShortName_eventLabel_Operator Name

Position Icon 01 = 01_ABC_ev01_Position Icon 01


TIPS:
1.don't forget to rename all the helpers like the PF Engine, also there are "PF Arrow 01" these are what link event to event, it is possible to rename these as well (01_ABC_ev01_ev02_PFArrow) if you do not want to link all of you events after merge. Same goes for any Pflow Icons.
2. Tick "select influences" at the bottom of the merge dialog, when you click on a "PF Engine" it will select all its dependencies for you (except Arrows)


You probably already know this... If you have access to it, use pflow presets, like you would a blackbox, strip the scene down to it's essentials, and rename all of the above mentioned, and save.

Glacierise
05-17-2009, 07:02 PM
OK that's comprehensive :) I actually didn't know that the arrows are also an object, thanks man! But renaming all operators, that's gonna be hard typing work :D I think the classof and superclassof functions can be used to identify pflow components and put prefixes on their names, I will look into making such a script after my current project. But what about ParticleEngine and ParticleView, I don't think you need to merge these? Even you need not to merge them, if you also have other pflows in the recieving scene?

Glacierise
05-17-2009, 07:45 PM
Hey guys is that new or it's me that's slow?

http://orbaz.com/products/particleflow/box2/

Just read that, the 'more info' links! Oh my god awesome things there! If it works half as good as described, i'll be straightening my socks off :)

PsychoSilence
05-17-2009, 10:21 PM
It's getting there :) the bug hunt is still on tho. Version 0.7 will be out next week so I asume 1.0 will be the release update. In connection with box3 that will have serveral box2 related subops it will be super powerful. Unfortunately they don't come out together I think. Too much to tackle down with box2 so box3 v1.5 is on hold-ish. I can't carve out enough how essential the chanon of all boxes together is.thats why I buy bundles :D

JohnnyRandom
05-17-2009, 10:25 PM
Yeah it probably could be a bit of overkill then again you shouldn't have any issues with merging.

If I have to do this copy/paste works real well on small to medium size flows, for something larger it should be fairly easy to write up a renaming script.
Something like this:(obviously this is a fully simplistic way to do it)

$Pf_Engine_01.name = "PF Engine Renamed"
--and
$PF_Source_01.name = "Easy to Rename"
--and
$Event_01.name = "Event 01 Renamed"


Particle View isn't really necessary unless you haven't defined one yet. ie by opening the particle view it gets defined.

There are a couple of things you can do for the Arrows, sort them to and array and rename them (for that matter you could do this with the Engines too).


PFArrow_arr = #()
PFArrow_arr = $PFArrow* as array

for i in PFArrow_arr do
(
oldName = i.name
newName = "_Look_a_New_Name" as string
i.name = oldName + newName
)


You could get jiggy with it somehow and try to store which event each is starting from and going to and use that to rename them (take a bit of time for me to figure out how to get that rolling...if it is even possible) I figured out how to create the Arrows but not how to determine the points. It may have to be done by determining which are tests

For instance a Send Out Test to Event 02 would look like this:
$'Send Out 01'.setNextActionList $'Event 02' $'Send Out 01'
As far as I have gotten with that.

If you do write one up please share :) I suppose a badass scripter could write up a script that reads the flow and creates a creation script for it...that would be interesting.

Thanks Anselm I was going to drop that in while I was writing this up :D

BTW Anselm nice work you guys got the cover pic :thumbsup:

Glacierise
05-17-2009, 11:40 PM
@Johny - great stuff dude, I think I can take it from here, I'm veery busy now though, maybe in a few weeks ;) But we need to get this nailed. Or maybe Oleg can make a robust import/export system, but when I read Anselm's post he's way busy with flashier stuff :) Anyway - great things coming, some of the stuff that the box 2 hype describes is off the chart!

JohnnyRandom
05-18-2009, 12:03 AM
Thanks man, I know you are more than capable of writing up something sweet ;) :) (I kept rambling on for the benefit of others who might find it applicable too) If I have some extra time I'll look into it some more.

Box#2 is getting some serious love, this has come so far since the early alpha days, you were walking on eggshells, it is so much better now, I really can't wait to see what ideas people start coming up with. The Home Depot of PhysX as Oleg so eloquently put it :D

PsychoSilence
05-18-2009, 06:06 PM
Stumbled upon this:

Best Tutorials For Cinematic Visual Effects (http://www.smashingmagazine.com/2009/05/04/best-tutorials-for-cinematic-visual-effects/)


http://www.smashingmagazine.com/2009/05/04/best-tutorials-for-cinematic-visual-effects

some nice stuff among them. thought might be worth sharing :)

PsychoSilence
05-19-2009, 04:39 AM
Great :) Important question - can you make the plastic objects plastic, except ellastic? I mean, can the keep their deformation instead of bending back to their original shape? We need that for mangling metal :)

Galagast figured it out...

http://www.geocities.com/jepoy20/files/pflow/glue_test_options_ani.gif

PsychoSilence
05-19-2009, 06:25 AM
During the Red Stick Animation Festival (http://www.redstickfestival.org/) in Baton Rouge Pete Draper and me met to do what we do best:

http://3delicious.de/spielwiese/ansi-pete.jpg


I had a great time hanging with the guys teaching at the festival drinking by the pool. Pete actually went in the pool fully clothed :D

EDIT: posting hattrick

Glacierise
05-19-2009, 06:38 AM
Wooooooooow dude! That's da sh*t! On all fronts!

grury
05-19-2009, 08:23 AM
Galagast figured it out...



Jez..thats very nice. Me wants to play too :cry:

Mills
05-19-2009, 03:54 PM
Yup, I agree with this one. I attached a (very ooold) script I use to create the multisubmat. But it's a very "involved" script, where if you need to set certain properties for the sub materials, you will have to dive inside the script and set them yourself. Just pick the folder where all your textures are and wait for it to load, the material will be placed on the current active material slot. I suggest testing it out on a folder with few textures first.

Another option, just an idea though. If you could combine all of your images into one single large image, you could probably use the setParticleMapping function in a Script Operator to offset your mapping based on a particle ID.

..Or maybe create an animated version of it (or just create an .ifl file), then use Mapping Dynamic with a Script Operator to lock the particle's age. So that particles will only use a frame of your animation.

The only idea I've used/tested so far is Jonhnny's suggestion. Good Luck!

I hope this helps!

Thanks Galagast
Your script save me a sh@t load of time!
:)

PexElroy
05-21-2009, 07:09 PM
Galagast figured it out...

Smoking - that rocks. Good for metals and plastics denting, breaking, etc.
Nice example :cool: Would be cool to see this on a tank, car crash or military hardware.

irwit
05-22-2009, 08:42 AM
Hi all,

I know to say its been asked a few times in here would be an understatement but it was spoke about recently this year that box 2 would be available end of march but then got delayed again. Any news on how its all going? All the tests are looking like its going to be a huge addition to PF and an essential purchase but a development time of 4-5 years between being announced and still not being released must be a bit of a record ?

Glacierise
05-22-2009, 11:10 AM
What's your quesion again? :)

PsychoSilence
05-22-2009, 05:35 PM
Hi all,

I know to say its been asked a few times in here would be an understatement but it was spoke about recently this year that box 2 would be available end of march but then got delayed again. Any news on how its all going? All the tests are looking like its going to be a huge addition to PF and an essential purchase but a development time of 4-5 years between being announced and still not being released must be a bit of a record ?

You are perfectly right, Orbaz is late. HOWEVER we all have to keep in mind that orbaz is not a 30 employee company rather then Sir Oleg and a hand full. Further more we all agreed that we prefer a stable and cooked out release over an early one. The implementation of the PhysX solvers was more complicated then intentionally estimated.

patience pays off when it comes to proper implementation of 3rd party software i guess. Its not that we arenīt waiting too :)

kind regards,
Anselm

3DMadness
05-22-2009, 05:42 PM
Hey Anselm, thanks for sharing some infos with us, hope we could also shared some beer... :D

I was wondering about the multithread support, it was mentioned to come with box #2 but I have seen nothing on orbaz site about it... should we still expect it? ;)

JonathanFreisler
05-28-2009, 11:09 AM
What do you mean its not very handy? what are you trying to get it to do?

loran
05-28-2009, 11:12 AM
hey guys!
I just wander if there is a script solution to animate particle scale along the time, I m sure there is. Animate the Scale operator by keyframe is not very handy from my point of view.

Any scripter down here? ;)

JonathanFreisler
05-28-2009, 11:18 AM
Oh yeah, new stuff! (sorry about the shameless plugging ><)

Finally finished my latest personnal project I've vbeen working on for the past few months.

Pflow was used for the floating chunks, the falling debris, the splash sprites, snow, and splashes in conjunction with fume and what not!

theres a breakdown afterwards, and can watch the shot on:

download (http://www.fx-td.com/content/misc/glacier_collapse_web.mov) (26 meg mov, kindly hosted by solitude/Ian)
download (http://www.jonathanfreisler.com/glacier_collapse_web.mov) (26 meg mov, my crappy hosting in Australia)

Youtube (http://www.youtube.com/watch?v=9b06gq0JMXA) (nice and big HD)


Thanks and enjoy!

Glacierise
05-28-2009, 11:35 AM
Dude check out the scale op, there is a the 'animation offset keying' dropbox. By default it's on 'absolute time', bt you can change that to particle age or event age, and when you animate the scale op values they will be applied along the particle or event age ;)

@Johnaatn - nice work man! I liked the complexity and the subtle elements, the splashes are neat. I think you could get the scale more correct, but it looks cool nevertheless ;)
:buttrock:

Bercon
05-28-2009, 01:45 PM
I managed to finally complete one of my larger projects. Writing implicit metaballs (purely raytrace, no triangle mesh involved). Few nice things about this is that it supports true 3D motionblur, requires very little ram and produces perfectly smooth surface, no meshing errors.

For now its available only for VRay.

(UI example, Motion blur + SSS) http://www.niksula.cs.hut.fi/~jylilamm/graphics/Metaballs_25.jpg

(Particle Flow + SSS) http://www.ylilammi.com/graphics/MilkCoral.jpg
(Same as above, animated) http://www.ylilammi.com/graphics/MilkCoral.mov

With just 2GB ram you can render metaball system containing 10 000 000 particles like here:
http://www.niksula.cs.hut.fi/~jylilamm/graphics/Metaballs_11.jpg
http://www.niksula.cs.hut.fi/~jylilamm/graphics/Metaballs_12.jpg
(You can see the development Metaballs_01 - Metaballs_25)

You can download version here (for VRay 1.50 SP3a): http://www.ylilammi.com/BerconMetaball/

I also made the source code available if somebody is intrested.

Glacierise
05-28-2009, 01:48 PM
Wow that's so impressive! Extremely brillint and generous for you to give it away man!

jussing
05-28-2009, 01:53 PM
(Particle Flow + SSS) http://www.ylilammi.com/graphics/MilkCoral.jpgThis one's just awesome!

JonathanFreisler
05-28-2009, 02:41 PM
whoah bercon amazing!

Thanks man

jigu
05-28-2009, 02:43 PM
wow ...this looks great! Many many thanks to give it away.

grury
05-28-2009, 02:45 PM
Suppa Bercon, looks awesome.
Kiitos.

loran
05-28-2009, 03:29 PM
Dude check out the scale op, there is a the 'animation offset keying' dropbox. By default it's on 'absolute time', bt you can change that to particle age or event age, and when you animate the scale op values they will be applied along the particle or event age ;)


humm ... I know how to animate the scale op... I just want to do the same with a script op, without keyframe. Got it?

Bercon this is great!! why Vray only? Will it be avilable for Mental Ray soon?

HeadSmell
05-28-2009, 04:17 PM
Bercon, Great job man! The speed is great! spent the afternoon playing with it at work :)

PiXeL_MoNKeY
05-28-2009, 04:18 PM
Bercon this is great!! why Vray only? Will it be avilable for Mental Ray soon?He has had issues in the past getting help from people on developing his tools, this is why his maps aren't mental ray compatible. From his maps page:mental ray is NOT supported. Why? Because Autodesk has not released enough information to properly translate all maps into mental ray. Until they decide to open up mental ray and Max connection's SDK there won't be any changes to this. Its regrettable and unfortunate but there is nothing I can do to help it.So I am guessing there may be similar issues with developing this tool for mr. The real question is when will we have a Brazil version of it :P.

-Eric

3DMadness
05-28-2009, 05:01 PM
I've seen it yesterday at maxplugins.de and was making some tests and I'm really impressed! Thanks for sharing Bercon! :)

PsychoSilence
05-28-2009, 05:40 PM
hey guys!
I just wander if there is a script solution to animate particle scale along the time, I m sure there is. Animate the Scale operator by keyframe is not very handy from my point of view.

Any scripter down here? ;)

how do u want to scale ur particles? just linear over time? maybe use 2 scale ops:
- first scale op scales ur particles the way u wanna have em at start (200% Z scale or what ever)
- second scale op is set to RELLATIVE SUCCESIVE so it keeps on scaling over the duration of the animation, in the case of my screenshot it is the Y axis that keeps on growing. If u wanna go a lil more crazy with the scales keep in mind that u can assign controllers on all tracks :)

Jonathan: cool stuff!!! the shadows seem a lil off :) reminds me of a setup from allanīs second DVD. nice breakdown. i looove breakdowns :D

Bercon: way cool stuff there! can u share the spiral script eventually? i know bobo and nouch posted it once but i lost track of where it was located :( < ansi is sad pants

over all: great to see some action in this thread again :)

will post more beer pictures, oh wait, here is one attached: Anselmīs 27th BDay bash. NOTE: Iīm wearing a DOOM tshirt witht he code for god mode IDDQD ;) :-p

kind regards,
Anselm

Glacierise
05-28-2009, 05:47 PM
I'd IDKFA and blow your immortal ass to smithereens! Cheers guys, I know what will kick the wasps round here - box#2 release! Cmon Oleg! :D

noouch
05-28-2009, 06:17 PM
Awesome bercon! Reminds me of this thing I did a while ago:

http://noouch.de/video/progplant1_test1.mov

Where I'm basically faking 2D metaball behavior by blurring the output and turning it into a 1bit image.