PDA

View Full Version : Particle Flow Discussion


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

Glacierise
04-08-2010, 09:18 AM
Oh the disappointment! Android sales will plummet today :D

Great for the freebs! I'm moving to 2011 very soon.

PsychoSilence
04-12-2010, 05:11 PM
ParticleFlow For Packshots is now released on Evermotion.org :)

http://static3.evermotion.org/files/tutorials_content/anselm/PFlow_For_Packshots/Baner.jpg

http://www.evermotion.org/tutorials/show/7956/particleflow-for-packshots

hope you like it as well, thanks for watching.

kind regards,
Anselm

ahmedsheeraz
04-15-2010, 08:52 AM
such a treat Anslem! another nice one

dementol
04-15-2010, 02:03 PM
It is true - check your e-mail for download links. Also, Freebies for Max 2011 are available at http://www.orbaz.com/download/

Thanks,
Oleg B.

Hey Oleg, i've requested the Toolbox 3 demo version for max2010 to give it a try, and never receive the download link.

OlegB
04-15-2010, 06:59 PM
Hi Dementol,

i've requested the Toolbox 3 demo version for max2010 to give it a try, and never receive the download link.

Was your e-mail a proper one - as advised on the request form?

Thanks,
Oleg B.

amckay
04-23-2010, 05:49 PM
Hey guys, couple of new tutorials over the past few weeks, I've been doing more introductory series but I'm sure some people will find this stuff useful

http://www.vimeo.com/11100227
http://www.vimeo.com/11128933
http://www.vimeo.com/9625135
http://www.vimeo.com/11131750
http://www.vimeo.com/9624422
http://www.vimeo.com/9372207
http://www.vimeo.com/7838797
http://www.vimeo.com/7831716


Btw Ansi, cool tutorial!

Wicked
04-23-2010, 06:46 PM
Nice videos! :thumbsup: The bottom two says "This is a private video" though..
Will there be any Realflow tutorials too? And I also have some ideas for some tutorials. I'll email you with my suggestions.

amckay
04-23-2010, 07:32 PM
Thanks for pointing that out, there were a few like that I never realized

http://www.vimeo.com/allanmckay/videos

there's a few pages of tutorials there, also here is all of my old legacy tutorials for particle flow, afterburn fume etc.

http://vfxsolution.com/allanmckay/2009/11/legacy-fx-tutorials/

there's about 20 or so there

Yes please do email me, amckay@allamckay.com
I have a lot of Real Flow 5 Tutorials ready to go just waiting for RF5's release

StevieMac
04-28-2010, 06:32 PM
A mate of mine brought this to my attention thought it might be of some help to the peeps here.
Apollo 11 Saturn V Launch (HD) Camera E-8
http://vimeo.com/4366695

Enjoy

PsychoSilence
05-06-2010, 05:10 PM
some box2 doodle from last night :)

http://www.3delicious.de/flash/gallery/full/3delicious_melt.jpg

highres:
http://www.3delicious.de/flash/gallery/full/3delicious_melt.jpg

3DMadness
05-06-2010, 07:37 PM
Nice one Anselm, I've seen it in your portfolio.

Do you have the animation? :beer:

JohnnyRandom
05-06-2010, 10:27 PM
I knew that iPad was good for something! just kidding :)

PsychoSilence
05-06-2010, 10:56 PM
Nice one Anselm, I've seen it in your portfolio.

Do you have the animation? :beer:

thank you guys!
I might actually do an aminmation. Buts is far from fancy. You wouldn't believe how few particles and glues it needs. This thing plays in real time on my far from being powerful notebook...So an animation wouldn't be too fancy ;) it folds down in 100 frames and i snap shot 3 i liked...

jigu
05-07-2010, 03:11 AM
Nice one Anselm!
Can box #2 used to make dynamic ocean waves deform using particles?

PsychoSilence
05-08-2010, 10:33 PM
i think during beta testing we had a ripple setup once. Oleg might confirm that.

JohnnyRandom
05-09-2010, 03:37 AM
i think during beta testing we had a ripple setup once. Oleg might confirm that.

Michael McCarthy did a water splash type setup

It is totally possible but for a large scale ocean type waves (where you have waves on waves on waves) I think other solutions as of current would yield a more realistic results. Dont know for sure though would take some testing. You maybe able to use a combo of baking a pskinner and adding displacement type mapping.

StevieMac
05-10-2010, 09:44 AM
Anyone got any tuts or websites that deal with FX for games.
So for games what are the restrictions for FX?
What texture sizes?
How many textures per effect?
Can you use frames for each part of the effect?
How Many frames for each part of an effect?
Info like this would be great or if you have something in 3ds Max I can look at would be great too.

I have worked in games a few years back so I'm just looking into how it's changed over the last few years.

Thanks guys/gals

Stevie

tbrad
05-10-2010, 03:35 PM
do search for the UDK (unreal development kit) its free btw and has a built in physics and effects engine
eAT 3D do various tuts on fx within UDK
3dBuzz do tuts on this engine

hope this is what you are looking for there are ther game engines but Unreal is fairly popular and as i mentioned its free well the UDK is anyway, big download approx 700 meg
http://www.udk.com/

or just google UDK

StevieMac
05-10-2010, 06:37 PM
Thanks Tony I'll check out the vids. If anyone else knows of any sites or info that would be helpful too.

Thanks guys.

PsychoSilence
05-19-2010, 10:55 PM
The new VRay RT SP2 is out today!

[new feature] Options to turn on/off rendering of proxy objects, X-Ref scenes and particles;
[new feature] Support for stereoscopic rendering with different preview types (anaglyph, interlaced, checker, dual-window);
[new feature] Adaptive sampling support with the ability to stop the RT once noise has cleared to some level;

now it's getting interesting :)

renaissance01
05-20-2010, 01:50 AM
Anyone got any tuts or websites that deal with FX for games.
So for games what are the restrictions for FX?
What texture sizes?
How many textures per effect?
Can you use frames for each part of the effect?
How Many frames for each part of an effect?
Info like this would be great or if you have something in 3ds Max I can look at would be great too.

I have worked in games a few years back so I'm just looking into how it's changed over the last few years.

Thanks guys/gals

Stevie

Hey Stevie, I can give you a little info regarding FX for games. There is close to nothing out there for tuts apart from those UDK ones. Hope it helps ;)

So for games what are the restrictions for FX?
Main restrictions to watch out for with FX are:
Number of particles emitting
Number of particle systems being calculated
Number of particles being rendered
Fillrate (how much sprites are filling the screen on render time thus affecting GPU framerate performance...ie. better to keep particles further away from the camera when possible
Overdraw (When Particle sprites overlap each other alot, it can strain the GPU framerate)
Complexity of Shaders used
Detail of Mesh Particles (if used)
Texture sizes

What texture sizes?
It all comes down to priority and how much it will be used. I personally put priority on Explosion/Fire/Smoke textures. Animated textures will be a pretty big size in comparison to square sprite textures. Textures range from 64x64 all the way up to 1024x1024 for a sub-uv/animated texture.

How many textures per effect?
As many as you want. Try to break the effect down into elements eg. For an explosion effect i normally break it down into several different emitters with different textures/materials: Explosion, Smoke, Sparks, Shockwave, Debri etc.

Can you use frames for each part of the effect?
I assume you mean a texture that plays a sequence of frames or picks at random?
You could...but most games don't have the luxury of using animated textures for every emitter as it really chugs on the GPU rendering performance. (Even Crysis only had 1 or 2 max, animated textures playing per effect)

How Many frames for each part of an effect?
It depends if it is going to be a texture with random frames to choose (debri etc) or if it is used to play a sequence such as a flame or explosion. Usually frames can range from 4 to 32 although Crysis used a fire texture that was at least 64 frames and 2048 x 2048.

StevieMac
05-20-2010, 11:20 AM
Thanks Alex! =0)

Madail
06-10-2010, 02:01 AM
Hi all,

I've searched all around the web for this with no luck!

Do this: Create standard flow, and change birth to 0,0 with 1 particle, then add a spawn operator set to once and perhaps 30 iterations. Insert a speed operator in a new event and link the spawn.

Now, play your anim, and try to interactively change the speed sliders. Whats happening is that my particles simply disappear from the viewport. I then have to turn off and on the whole flow to get them back.

Ive tried restart max etc etc and always the same stuff. It just happens when the spawn event is set to ONCE. all other options the viewport changes when you mess with speed values, but in once..bam it disappears.

I'm using 3dsmax 2010 sp1 x64bit. Can anyone confirm this or have any ideas???

Thanks!

JohnnyRandom
06-10-2010, 02:05 AM
Yep, it is a bug report it, here (http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5600504&linkID=9241177) :) The more submissions the more likely it will get fixed. Mmmn haven't tried it in 2011 yet, it may have been fixed...

Madail
06-10-2010, 02:14 AM
A bug? Really?!

Really weird. Older max versions (2008) didnt have this issue though. I guess max is getting "old" eheh ;)

Any workaround you may know about? as this is reeeeealy bad, tedious and specially maddening workflow !

Tnx

JohnnyRandom
06-10-2010, 02:24 AM
It appears to have happened when box#1 was integrated into max/pflow.

No idea how to solve it, it is pretty intermittent (or very specific), I usually just save and restart max and it seems to go away. It seems most prone when spawning out of the first event.

Madail
06-10-2010, 03:02 AM
Indeed, the first one is a killer !

Perhaps box 2 or 3 solves it...cant tell though.. Its really pissing me off to have to turn off and on every single time i change something...oh well. I wished it would go away with restart but no luck

JohnnyRandom
06-10-2010, 03:07 AM
My guess is not, i am running the latest box#2 & 3 and it still happens.

rebolt
06-19-2010, 05:38 PM
As i am working on an effect in which i want particles to randomly emit, like it should emit in random intervals and not continuously, as auto key or set is neither working for the particle emission so i want to know is there any solution for this problem ?

Glacierise
06-19-2010, 08:40 PM
You can keyframe the rate in the birth node, or you can keyframe a rate in a split amount node that sends to a delete event.

JohnnyRandom
06-20-2010, 12:19 AM
it is also possible to attach a say noise controller to the emmission rate. It can give you a psuedo random emmission effect.

A quick tut on it here:

http://4rand.com/2010/05/quick-tutorial-on-assign-controllers-to-pflow/

rebolt
06-20-2010, 04:24 AM
Thanks guys for the reply but i got it working :)

Cheers

Darknon
06-21-2010, 07:24 AM
Johnny: Your QT and AVI files from the link doesn't seem to work.

JohnnyRandom
06-21-2010, 03:09 PM
Argh, relative http links, fixed it, works now, thanks:)

PsychoSilence
07-07-2010, 02:43 PM
long time no churn here :)

uploaded some recent side gig: washer cycles for a web special. Nothing special, just good ol' Box#2 glue and it worked like a charm not to mention a lot faster then i could have done it with cloth (in fact it plays in real time in the viewport...)! took less then a day to set it up, point cache and deliver :)

http://vimeo.com/13149001

Cheers,
Anselm

StevieMac
07-07-2010, 03:41 PM
Nice one Ansi looks great!

olipoli1
07-07-2010, 06:18 PM
Nice one Anselm, I really like the rendering too its pretty neat! You mentioned point caching... I tried to do that with particle skinned models but couldn't figure out how to. Could you give me some hints on this, I would really appreciate it! Thanks

PsychoSilence
07-08-2010, 12:35 AM
Dear olipoli1,
in this case i created zig-zag splines to as garment in it's initial state (floating in mid air in the washer's drum), theni used the "GarmentMaker" modifier to get a nice densed triangulated mesh on the splines. The topology of this geometry never changes through out the animation sequences so PointCache worked just fine. That's pretty much the secret for PointCache: Make sure your topology never changes at any time. With caching the animation i could strip out Box2 entirely for the rendering process. No Box2 was needed/installed on the render farm. I deleted everything box2/PhysX from the scene and delivered the base mesh and point caches for every washer motion as final product so it would render on a "vanilla" max.

After i made sure the mesh works and is cachable i simed the first couple of frames to have the cloth settled inside the drum and then let it run through the differnt cycles of the washing process which i got animated and baked from the client. I modelled a mid-poly version of the drum to save some time but my collision object looks pretty much exactly like the high res render version minus all the tiny holes and screws etc.

hope that helps a bit.
Anselm

olipoli1
07-08-2010, 11:44 AM
Thanks very much for the thorough answer, nice work flow very organized. About the pointcache, what I missed about it that I forgot that the topology doesnt change in your simwhich makes it posible to cach. Does this mean that a surface that is being ripped apart with particle skinner will never be able to get separated from Box2 particles?


Thanks again for the answer

PsychoSilence
07-08-2010, 02:23 PM
At this point you can only cache changing topology within Box2 or Box3 using the diskcache or the physx world baking option so yeah, unfortunately in that case you can not benefit from the pointcache :(

Changing topology brings along all kinds of challenges like caching, keeping correct UVs in some cases and correct motionblur etc. So far only box2 and VRay play nice together in rendering ripping surfaces with 3d motionblur...

kind regards,
Anselm

olipoli1
07-08-2010, 02:37 PM
Thanks a lot for clearing things up! Ill keep on experimenting.

cheers

O

ArtiZta
07-10-2010, 07:05 PM
hi Guys,
I'm in a desperate need for PRB script by Allan, has anyone got it? I just couldn't find it again around and I lost the one I had. Does it work in MAX 2010? Or is there any other script that does the same? Coz I need this tree mesh exploded and have to animate the leaves falling of it... please help.

cheers

JohnnyRandom
07-11-2010, 12:33 AM
What you are talking about eludes me :)

There are some references to PRB and script operators in this thread. Is it a script operator or a maxscript?

JonathanFreisler
07-11-2010, 03:31 AM
If you need all the leaves as separate objects, you can do that in 'edit mesh' no need for a script.

ArtiZta
07-11-2010, 12:58 PM
What you are talking about eludes me :)

There are some references to PRB and script operators in this thread. Is it a script operator or a maxscript?

It's a maxscript as I remember it was made by Allan

@JonathanFreisler: I need the script to link those leaves meshes to a particle. I got a tree model which leaves have to fall a part like peal off and reveal the new green leaves (separate pass). Now the tree is approved mesh already so that is the trick I have to make.

JonathanFreisler
07-11-2010, 01:42 PM
There is a script on bobos site that will turn objects into particles, referencing there position, count and shape.

ArtiZta
07-12-2010, 05:53 AM
There is a script on bobos site that will turn objects into particles, refinancing there position, count ands shape.

Yes, that's what I'm looking for, can you point me with the link please? if you have it :)
Thanks again.

JonathanFreisler
07-12-2010, 05:59 AM
http://www.scriptspot.com/bobo/

That will do the trick.

ha ha, didn't mean to say 'refinancing there position' before, meant to say referencing.

ArtiZta
07-12-2010, 11:59 AM
http://www.scriptspot.com/bobo/

That will do the trick.

ha ha, didn't mean to say 'refinancing there position' before, meant to say referencing.

Thanks Jonathan, and actually my problem was solved now. Had a view at Allan's tutorial and got it working. Just strangely I don't know why it won't work when I use different object name instead the one he used in the tutorial.

loran
07-12-2010, 12:23 PM
http://area.autodesk.com/tutorials/particle_flow_desintegration
but I think the code is not correct. Get the one from bobo
http://www.scriptspot.com/bobo/mxs5/pflow/pflow__Chunks_Basics.htm

JonathanFreisler
07-12-2010, 12:52 PM
Oh yeah sorry, just realized I didn't link you to the tut on bobos site, just his site :S

You need to change the group variable in a few places in the script if i recall correctly.

Glad you got it working though.

ArtiZta
07-13-2010, 07:45 PM
Hi all,
Back again,.. I got to the problem of making arrows wiggle when they hit the target..
any suggestions how to achieve that with pflow?

I got the arrows to fly and hit the target and stay on its pivot all fine, I just need that wiggle bit at the end...

JonathanFreisler
07-14-2010, 12:46 AM
Have a separate arrow with the wiggle animation, and when it hits create a new event that loads in the new shape instance and sync per event time.

PsychoSilence
07-14-2010, 03:00 AM
chris thomas' 5th pflow fundamentals DVD has a good arrow setup that cares for all kinds of events like breaking when hitting a hard surface, wiggle, spin etc.

that dvd is great overall! don't wanna miss it in my collection :)

https://www.cg-academy.net/es_catalog/product_info.php?products_id=57&osCsid=8hpo9170jjetfhs90s9m6ckkabq2c8ke

ArtiZta
07-14-2010, 05:49 AM
Have a separate arrow with the wiggle animation, and when it hits create a new event that loads in the new shape instance and sync per event time.

Wow, Yes you're right, Thank you, I haven't thought about that work around will try it out now.
Thanks again :)


chris thomas' 5th pflow fundamentals DVD has a good arrow setup that cares for all kinds of events like breaking when hitting a hard surface, wiggle, spin etc.

that dvd is great overall! don't wanna miss it in my collection :)

https://www.cg-academy.net/es_catalog/product_info.php?products_id=57&osCsid=8hpo9170jjetfhs90s9m6ckkabq2c8ke

Thanks Anselm, that should help a lot even with other projects, I should get it ordered, even though I don't think i'll reach here for the current projects but It's worth having it. :)

It's been a while since I've worked on pflow, can't believe how much I have to refresh my memory :(

PsychoSilence
07-20-2010, 01:42 PM
Anyone tested SuperMesher yet?

http://www.boomerlabs.com/cart/product.php?productid=16&cat=6&page=1

"SuperMesher is a 3DSMax plugin that allows you to cache animated geometry regardless of its topology and number of objects including pFlow particles. The cache is baked out to a separate file which can be loaded into any version of MAX 2009 or higher. No reference is held to the original objects so they can be deleted or modified without consequence. Because the result is one single mesh, SuperMesher automatically generates appropriate material IDs and Multi-Sub materials."

I very tempted to just buy 1 seat and mailed them about some questions i had. the demo has some limitations unfortunately so i'm not sure about it's full potential. Cache files were big and caching crashed 2 times so far. Another big thing is 3d motion blur with changing topology. Oleg and Vlado figured it out for Particle Skinner but i dont see any function like "interval ticks" in the SM options. might be a demo restriction though.

Here is the online help that explains better what the hack i'm talking about :)
http://www.orbaz.com/documentation/particleflowtools/box2/reference/19ParticleSkinnerModifier.html

"Sustain Topology - When on, you can set a time limit for changing the modified object's topology. This is important when rendering with image motion blur; otherwise you can safely ignore this setting. Interval Ticks - The time interval (in ticks) during which the topology holds its consistency. The default value is 10; this is usually sufficient for the default scanline renderer. For example, to calculate motion blur, the default scanline renderer takes two snapshots of the object geometry four ticks apart to define the overall geometry change.

Note: In 3ds Max, a tick is a very small time interval, of which each second contains 4,800. In order to calculate the Interval Ticks value for a particular renderer, you need to know the Motion Blur Duration setting. You can use the following formula: Duration*4800/FPS + 1, where FPS is frames per second value. For example, if Duration value is 0.4, and it is NTSC frame rate (30 frames per second) then the Interval Ticks value should be 0.4*4800/30 + 1 = 65."

Glacierise
07-20-2010, 02:33 PM
I tried it in the morning. Obviously, it solves the issue by actually recording subsamples in the cache, which is pretty neat. Unfortunately, the sampling is disabled in the demo, so I couldn't check out how it's working :) Not a great idea by them, to turn off the one thing everybody's curious about in the demo :D

PsychoSilence
07-20-2010, 04:22 PM
yeah. thats why half of all demos are useless and drive people to pirate software...

I spent some quality time this morning and here's my results:

I cached a particle skinned sphere with shell and a material on it with preserved mapping coordinates. to have a second object that has intact topology i animated a teapot up and down teh same speed the sphere falls and breaks.

image #1:
max standard cam, vray renderer, all the goodness is on. Both objects have 3d motion blur even WITHOUT the limitations in demo. so it subsamples intenally with is nice.

image #2:
vray physical cam, vray renderer, all the goodness is on, same frame. same result just different vray cam sub stepping but that's expected to look a bit different. both objects blur... nice

screenshot:
i cached the sphere with a shell modifier for thickness and a material on it with "Inc Texture Coordinates" checked to preserve UVs. the cache file for 50 frames at 24fps of changing topology are....waaaaaiiiit for it: 3.39 GIG (rounded)!!!

So how big it gets with an actual production mesh i can only imagine in my wildest dreams...what i asume happens is it caches an OBJ per frame and puts it into one internal file format "BMF".

opinions? I will definitely buy a seat for every work station if the cache file size drops in future releases...

cheers,
Ansi

JohnnyRandom
07-20-2010, 04:31 PM
I used it with Suace, you should ask Rhys or mSpaw about it, they could give you the full rundown, I didn't have to worry about mBlur'd caches so I am not sure what their workflow with it is. BTW the caches I sent were much smaller than baked PhysX worlds or cached scenes and they include the geo.

EDIT:I haven't seen any caches that large, that seems like something is wrong for sure, the biggest cache I had was for the crane boom and it was under 60mb...

PsychoSilence
07-20-2010, 04:45 PM
yeah, something is definitely not compressed. we had that during the fume beta...uncompressed caches are huuuuge.

i will definitely buy it but didnt get answer back from them yet. a run down by spaw would be great! hope he reads it :) he has some other nice tools in the pipe. wonder what siggy will bring us ;)

Ansi

EDIT: i attached my scene file to the post. maybe it's my machine? if anyone runs max2010-64 on windows 7 with vray and box#2 and installed the demo can give it a shot?

Glacierise
07-20-2010, 04:50 PM
Yeah the big caches (and slow cache times) also bothered me, but it looked in the stats that it's caching way too many frames/samples, which is odd. Also, the 'one big file' concept bothrs me, it would be cool if there was the option to write each object (or hierarchy, or group) to a separate file.

PsychoSilence
07-20-2010, 04:54 PM
Yeah the big caches (and slow cache times) also bothered me, but it looked in the stats that it's caching way too many frames/samples, which is odd. Also, the 'one big file' concept bothrs me, it would be cool if there was the option to write each object (or hierarchy, or group) to a separate file.

yep,
teh option at least to cache frame by frame/substep would be great to have. just copy point cache, guys :) especially the custom start, range and CURVE options!

here is my statistics:

Glacierise
07-20-2010, 05:10 PM
12K frames? :) Something's wrong :)

JohnnyRandom
07-20-2010, 05:14 PM
Hmm oddly for sure, I wonder what changed so much, I haven't gotten to test 1.0 yet, the last version I used was beta 0.52 and didn't see anything like that. I have to check tonight when I get home.

PsychoSilence
07-20-2010, 06:24 PM
i mailed them and Matt is looking into it :) once my new paypal account is verified im buying 2 seats for now :)

when they add the time manipulation options PointCache has in the future we are golden :)

PsychoSilence
07-20-2010, 07:48 PM
check it out!

http://vimeo.com/13457383

don't wanna sound like a total d*ck but it looks like that is what box#2 should have been. Although you can do half that stuff with it.

JohnnyRandom
07-20-2010, 07:51 PM
Makes ya want to get a seat of XSI doesn't it :) ICE and what people are doing with it is sweet

PsychoSilence
07-20-2010, 08:35 PM
what doesnt belong here but bugs me is that the XSI fume clone inclunding the krakatoa clone is 128.00 euros for BOTH...might be not as sophisticated but get's you 60% there...for 1/16th of the price for both max plugins (prices taken from the developers websites $1245 for krakatoa and $845 for fume)...

http://www.mootzoid.com/html/Buy/Buy_Order.html

HornBerger
07-20-2010, 09:18 PM
http://vimeo.com/13457383 (http://vimeo.com/13457383)
mind blowing! it can do sand simulation, fluid simulation and every thing that tool box can do... its perfect!

JohnnyRandom
07-20-2010, 09:28 PM
That would be the major caveat of having a unified system like ICE in your base application. Smart folks and there are plenty of them have access to low-level functionality to build awesome things. Max is pretty restricted in these regards from my limited understanding of under-the-hood. Maxscript is our access, ICE is theirs.

Everything in max is a plugin, everything, from splines (that might be a bad example) to cloth, one of the things that makes you feels its age, it is 20 years old you know :) LOL half as old as some of us and almost as old as a quarter of its user base :eek:

Hopefully XBR will change that :) :)

JohnnyRandom
07-20-2010, 09:32 PM
mind blowing! it can do sand simulation, fluid simulation and every thing that tool box can do... its perfect!


The only thing we dont know yet, how fast is it? I would hope that it reasonable speed wise. Out of curiosity I wonder how long that first sim took.

HornBerger
07-20-2010, 10:03 PM
yep i agree speed is a big factor in deciding how good a physics engine is.. but with ever improving graphics card and multiplying gpu cores maybe by the end of this decade we will have a real time fluid simulation engine :)

CiaranM
07-20-2010, 10:20 PM
what doesnt belong here but bugs me is that the XSI fume clone inclunding the krakatoa clone is 128.00 euros for BOTH...might be not as sophisticated but get's you 60% there...for 1/16th of the price for both max plugins (prices taken from the developers websites $1245 for krakatoa and $845 for fume)...

http://www.mootzoid.com/html/Buy/Buy_Order.html

Don't worry. I think most XSI FX guys would gladly pay the price for access to FumeFx or Krakatoa. Those Mootzoid plugins are great (I use them often), but the final output (if not the workflow) from the Max plugins is still worth the difference.

Bobo
07-20-2010, 11:13 PM
what doesnt belong here but bugs me is that the XSI fume clone inclunding the krakatoa clone is 128.00 euros for BOTH...might be not as sophisticated but get's you 60% there...for 1/16th of the price for both max plugins (prices taken from the developers websites $1245 for krakatoa and $845 for fume)...

http://www.mootzoid.com/html/Buy/Buy_Order.html

The truth is that even if we would sell Krakatoa for $99, the majority of users would still download it for free from "alternative sources". 95% of the functionality (except for the watermark, network rendering and a few PFlow ops) are completely free and still people steal it. So instead of going down from the original price of $500 + support, we decided to go up because our main paying customers turned out to be VFX houses and ad companies who can afford to pay the price, given the vast amount of tools they get for that money. I am sorry for all the freelancers who cannot afford the price, but a niche product has to be priced realistically. Also we have some free beta testing going on right now and the number of people who got a temporary evaluation license is quite high.

Are you saying the point rendering ICE node does 60% of what Krakatoa does?

PsychoSilence
07-20-2010, 11:45 PM
i wasnt referring to krakatoa alone but the whole toolset that exists now for ICE. their point renderer is their weakest asset even! the new physics stuff in the vimeo video above looks really nice (althouguh we dont know the sim times for the stuff displayed yet!) and if they market it in similar manner as the other tools it will be cheap. if we are talking price versus value the fume e.g. is more then 1/16 of fumes functionality for 1/16 of the price. not sure if i get the point across here PLUS this discussion doesnt belong here really so sorry for bringing that up even...you just get alot of bang for the buck there!

JohnnyRandom
07-21-2010, 05:08 AM
screenshot:
i cached the sphere with a shell modifier for thickness and a material on it with "Inc Texture Coordinates" checked to preserve UVs. the cache file for 50 frames at 24fps of changing topology are....waaaaaiiiit for it: 3.39 GIG (rounded)!!!


Just FYI, ran a couple test, I wasn't able to get anything that crazy mb wise (well without doing it on purpose), I ran it on a prwapper+texture 100 frames, 1200 particles, 3,549,498 faces came out at 249mb.

I ran a test similar to yours, came out 39mb over 100 frames.

Ran it against one of the production scenes and it came out the same +- a couple of mb's as the .52 beta.

Glacierise
07-21-2010, 09:07 AM
@Johnny: Can you persuade these folks to unlock the subframe sampling in the demo? It really makes not much sense like that...

@Anselm: Yeah saw this yesterday - looks very awesome! Still, we've all found the hard way that having nice demos and actually pulling off nice work are different things :) I have a guy telling me ICE is still limited in what it can access and so on. Still, hope for the best, it takes some time for futuristic tech to become usable in production scale :) Unified solving is the holy grail!

And btw, the new Krakatoa is sick sh_t! And you guys are generous giving all the caching (and other stuff) for free!

HeadSmell
07-21-2010, 11:08 AM
check it out!
http://vimeo.com/13457383
don't wanna sound like a total d*ck but it looks like that is what box#2 should have been. Although you can do half that stuff with it.

I saw this for the first time today, it was awesome, but after some looking into ICE I have to say the new ICE Kinematics is absolutely crazy...
http://www.youtube.com/watch?v=Q2PoPmLGQFc&feature=channel


/ThreadHijack

PsychoSilence
07-21-2010, 02:28 PM
@Johnny: Can you persuade these folks to unlock the subframe sampling in the demo? It really makes not much sense like that...

@Anselm: Yeah saw this yesterday - looks very awesome! Still, we've all found the hard way that having nice demos and actually pulling off nice work are different things :) I have a guy telling me ICE is still limited in what it can access and so on. Still, hope for the best, it takes some time for futuristic tech to become usable in production scale :) Unified solving is the holy grail!

And btw, the new Krakatoa is sick sh_t! And you guys are generous giving all the caching (and other stuff) for free!

well, demo versus shot work is always two things. In the end you do it old school because you run out of time in real world productions or you have no time for R&D what so ever so you rely on proven tech :D

PiotrekM
07-22-2010, 11:02 AM
We own here Krakatoa & fumefx licenses and I own mootzoid em* plugins. (btw we are small shop from Warsaw and I cannot understand why would any other studio pirate Krakatoa - if we can buy it then...?)

Truth is, em* plugins are nowhere close to what krakatoa&fumefx can do/output.

And even if emfluid is faster/can give similiar PARTICLE output of fumefx, there is no way to shade it like fume (lack of shaders). Fume is also simpler to use because of fact its designed to do one and only thing, fire&smoke.

Same with Krakatoa output/performance/ease of usage/features which are better than emrpc.
One thing I love about K. is self-shadowing effect. Its really fast and works/looks better than emrpc.

Hopefully Mootz will work on these plugins even if that means they will cost same amount of money as Krakatoa/fume.
Empolygonizer on other hand is excellent (I haven't seen Prime focus mesher)

Or one day Bobo will wake up and say "I need to be Softimage AD Master 2012! We need to port all plugins to SI!"

PsychoSilence
07-22-2010, 04:56 PM
We own here Krakatoa & fumefx licenses and I own mootzoid em* plugins. (btw we are small shop from Warsaw and I cannot understand why would any other studio pirate Krakatoa - if we can buy it then...?)

Truth is, em* plugins are nowhere close to what krakatoa&fumefx can do/output.

And even if emfluid is faster/can give similiar PARTICLE output of fumefx, there is no way to shade it like fume (lack of shaders). Fume is also simpler to use because of fact its designed to do one and only thing, fire&smoke.

Same with Krakatoa output/performance/ease of usage/features which are better than emrpc.
One thing I love about K. is self-shadowing effect. Its really fast and works/looks better than emrpc.

Hopefully Mootz will work on these plugins even if that means they will cost same amount of money as Krakatoa/fume.
Empolygonizer on other hand is excellent (I haven't seen Prime focus mesher)

Or one day Bobo will wake up and say "I need to be Softimage AD Master 2012! We need to port all plugins to SI!"

yeah, i think i wanna revise my quote from above :) i didn't intend to break loose a "this tool is better then that tool discussion". nevertheless the new physic plugin that is in development for xsi looks more then promising (we yet have to see sim/cache times for what we see in the video).

so who's coming to siggraph? *<< note my shameless attempt to switch gear in the thread*

kind regards,
Ansi

Bobo
07-22-2010, 06:27 PM
so who's coming to siggraph? *<< note my shameless attempt to switch gear in the thread*


Sadly, I am not :(
This is a first in 11 years. No free T-shirts for me this time...

instinct-vfx
07-22-2010, 06:30 PM
As sad that is on your end (and for the rest of the folks of course) this makes it the first time in 11 years that i am NOT missing the opportunity to meet you in person. Yeh yeh i know...am just trying to make the best of not visiting again :P :cry:

JohnnyRandom
07-22-2010, 06:33 PM
Bummer Bobo :(, someday I will repay you that lunch!

Anselm's bringing homebrew :D

EDIT: And not completely without loss of a shirt:
http://forums.cgsociety.org/showthread.php?f=6&t=903901

PsychoSilence
07-22-2010, 08:07 PM
Sadly, I am not :(
This is a first in 11 years. No free T-shirts for me this time...

:eek::eek: What?!? How so? Is there any Krakatoa or Deadline demo at the PF booth then? Shouldn't be called Siggraph without Bobo.

simmsimaging
08-06-2010, 12:05 AM
sorry if this is lame, but I'm pretty low-level at pflow. I have a simple flow setup that is distributing shape instances using a greyscale map. Mostly it's cool, but now I want to go in and fine-tune the position of a few shapes by hand. How can I do that with pflow, or do I have to some how freeze/snapshot the flow as a mesh?

I did try Bobo's script (from 2003) but it's giving me an error (see below) so I couldn't get that to work. Ideally I could keep the flow live and just move a few points around. Is there another way I can do that?

Thanks in advance for any help.

Brett


Maxscript error copied from listener:

-- Error occurred during fileIn in <File:S:\Job Working Files\downloaded software\Max D_loads\particle_replace-with-objects.ms>
>> MAXScript FileIn Exception: -- Unknown property: "transform" in OK <<
-- Syntax error: at ), expected <factor>
-- In line: )

PsychoSilence
08-06-2010, 03:38 PM
Hy Brett!
Nice to see you around here :)

You can place particles "by hand" if you want using the Particle Paint e.g.

http://www.orbaz.com/products/particleflow/box1/painting/

just search for the "particle paint" in the help. The only draw back is that you can't draw in perspective view. I usually paint in top view and rotate my object i wanna paint on accordingly...

EDIT: here is a screenshot and scene file (max2010-64):
http://www.3delicious.de/spielwiese/placement-paint.gif
http://www.3delicious.de/spielwiese/placement-paint.gif
kind regards,
Anselm

simmsimaging
08-06-2010, 03:44 PM
Hi Anselm - thanks very much, that looks to be exactly what I need!

b

PsychoSilence
08-06-2010, 04:08 PM
just updated the post above :)

cheers,
Ansi

simmsimaging
08-06-2010, 04:45 PM
Thanks Anselm - that is a huge help!

b

PexElroy
08-06-2010, 06:34 PM
sick stuff Ansi -

An intense (WIP) Jet crash (http://www.areagrey.com/other/fw36.html) :twisted:
Rayfire and PFlow Box #2

PsychoSilence
08-06-2010, 09:38 PM
That's super sweet! Are you running the 1.46 of RF still or is it all box2 glue?

I think i like the first crumble best since it stays contained for the longest. Make a full on house with armory and cement :) I always love your RnD since it show's the features nicely :) I remeber your mid-air plane crashes and the cabin stuff :)

Crumble on, mister!

Ansi

PexElroy
08-07-2010, 12:36 PM
@ Psycho - thanks! Yep, some passes are to test box #2 and Rayfire glue, 64-bit under max 2010. PhysX Glue is ok - don't dig those obvious gaps when closely glued objects move apart and sway. Box #2 has Particle Skinner, which is great in some cases and Box #3.

PsychoSilence
08-09-2010, 03:00 PM
Do you use a Physx Switch then to keep it all contained until impact time? I like the deactivation of inactive impact and inactive objects in RayFire a lot. A trick that i found for box 2 is to lock/bond the particles to a static or animated container like a big box around the wood structure and then at a given time pass the particels to an event that has physx.

Show us more :)

Ansi

PexElroy
08-11-2010, 01:41 PM
Yeah, used RayFire for these two passes , and trying out different things. I don't dig "the look of structural damage" with PhsyX with Glue in RayFire, because the objects may spin, flip and jiggle like crazy (and fake). Box #2 may not have such a glue problem, and is great for quick explosions and small shrapnel. Also messing with DMM (http://www.pixelux.com/) plugin :twisted: (in max) for large scene props/objs , and Box #2/RF for general debris.

The lock/bond idea sounds cool, and did not use a switch to keep them still, they were still from the glue.

PsychoSilence
08-11-2010, 07:10 PM
http://2.bp.blogspot.com/_W3CcQJ21ZTM/TF0Z-KI2pOI/AAAAAAAAABU/GMcRGPp5Fgs/s400/Skyline+Movie+Poster.jpg (http://%20http://trailers.apple.com/trailers/universal/skyline/)

http://trailers.apple.com/trailers/universal/skyline/

Some Krakatoa, particle flow box3 and fumefx goodness to find in this teaser :)

JohnnyRandom
08-11-2010, 08:58 PM
Well would you look at that, cool :D

Glacierise
08-12-2010, 08:57 AM
Nice stuff Anselm, looking forward to see more!

HeadSmell
08-12-2010, 09:27 AM
LOL I like all the little people flailing :D
Cool Stuff :beer:

PsychoSilence
08-13-2010, 01:37 AM
http://www.youtube.com/watch?v=eH-NWnflwa0

Spent some quality time with SuperMesher. FumeFX emits just fine off of changing topology caches. So does PFlow actually. Note that in the end the particles emit a straight line from the center of the PF Source due to lack of optional faces to emit from :D
The preview flickers because i changed the FPS for the preview...my bad. renders fine though!

Next stop: Emitting from material IDs off of cracking edges from box2 skinned debris that has a shell modifier to determine what is outside, inside and crack edge > then bake it with mapping and emit by ID.

kind regards,
Ansi

simmsimaging
08-13-2010, 02:12 AM
http://2.bp.blogspot.com/_W3CcQJ21ZTM/TF0Z-KI2pOI/AAAAAAAAABU/GMcRGPp5Fgs/s400/Skyline+Movie+Poster.jpg (http://%20http://trailers.apple.com/trailers/universal/skyline/)

http://trailers.apple.com/trailers/universal/skyline/

Some Krakatoa, particle flow box3 and fumefx goodness to find in this teaser :)


Cool! Nice work as always.

b

SoLiTuDe
08-13-2010, 02:12 AM
Next stop: Emitting from material IDs off of cracking edges from box2 skinned debris that has a shell modifier to determine what is outside, inside and crack edge > then bake it with mapping and emit by ID.

Ansi

OR you could use Thinking Particles. :D

Glacierise
08-13-2010, 08:49 AM
Yeah I did just that thing in TP yesterday, but the concept changed, so it got abandoned - looks awesome though.

@Ansi: Keeping an eye on this, nice!

PsychoSilence
08-13-2010, 03:24 PM
OR you could use Thinking Particles. :D

tp3 is now the price of box2 so I might get that actually.

PexElroy
08-13-2010, 03:37 PM
http://2.bp.blogspot.com/_W3CcQJ21ZTM/TF0Z-KI2pOI/AAAAAAAAABU/GMcRGPp5Fgs/s400/Skyline+Movie+Poster.jpg (http://%20http//trailers.apple.com/trailers/universal/skyline/)

http://trailers.apple.com/trailers/universal/skyline/

:)

Great work Anselm! Your FX work is real inspiring.

Glacierise
08-13-2010, 03:39 PM
tp3 is now the price of box2 so I might get that actually.

And my DVD :) TP3 for that $ is a neat deal actually, it would be even better if they ran even more stripped, but cheaper or free one out. That would hook people up :)

PexElroy
08-13-2010, 03:56 PM
@ Glacierise - you're right, get that info out! your DVDs help cover TP. Hopefully your DVD #3 will cover the new TP4 HFragmenter (http://www.cebasstation.com/index.php?pid=product&prd_id=109&feature=1079) tools and Fragmentaion, so we can destroy some large scale (think big) structures ;)

and don't miss the new Phoenix FD (http://www.chaosgroup.com/en/2/phoenix.html) plug-in with PFlow ops out 09/08 :twisted:

PsychoSilence
08-13-2010, 06:20 PM
I think we had some people here on the Phoenix beta (me included). Right now it's big plus is its speed and that it works with VRay RT soon as the first and only volumetric next to VRay fog (which imo is uncool since they leave money on the table not supporting other volumetrics but they told me at Siggy it is due to its architecture which makes it's speed).

Regarding Supermesher: Emitting of crack edges of box2 breaking stuff works fine too. Didn't expect anything else :) Same goes for Geo created with the ParticleFaceCreator that is then cached. Ansi is happy :) (you can tell by him talking in the third person)

HeadSmell
08-14-2010, 02:44 AM
I think we had some people here on the Phoenix beta (me included). Right now it's big plus is its speed

Yea I beta it as well, definitively not a replacement for Fume yet, but really looking forward to the future releases of it! Nothing beats integrating volumetrics with your primary rendered. No Tp support was a downer, though on a side note Cesas and Sitni Sati just announced long term parternship :deal:

Glacierise
08-15-2010, 01:46 PM
Thanks Robert! Most of the destruction will be covered in DVD2, so you'll get it sooner :)

PexElroy
08-16-2010, 06:04 PM
No prob man! DVD #2 will be real fun ;)

Say, anyone know with Box #3, if we can append after a Birth Stream (Box #2), a speed variation? I'd like to get some more speed chaos in the stream, but there is no speed var. built-in to BS, so thought maybe Box #3 Data op could fix that.

@ Johnny - thanks man, will try the Age Test out.

JohnnyRandom
08-16-2010, 06:11 PM
Birth Stream can be fidgety, it works well with proper spacing. Just a thought, get your birth stream emitting well (ie no explosive directions from interpenetrating births) and age test out a few frames then add your speed variation (either via box#3 or standard speed), then just disable event 01 from render, so it appears that event 02 is the birth event.

PsychoSilence
08-17-2010, 02:28 AM
box2 balloons :D

www.3delicious.de/spielwiese/balloons_Box2.mov (http://www.3delicious.de/spielwiese/balloons_Box2.mov) (6.2MB)

Did that for an add company in Germany. They needed a system for balloons with tags(text) attached to em that float in the wind...

Took about an hour to set up (without a single crash ). The system is now easily scalable until you hit the physx cap (aka. 64K particles) which should not be until you add another 10,000 balloons to the flock. Plays almost in real time in the view port so far.

cheers,
Ansi

JohnnyRandom
08-17-2010, 03:26 PM
Cool, good motion :), sorry, that falloff shader shader needs some Ansi's love, that is the first thing that caught my eye, the yellow ones look nice, the red/blue stand off oddly

Glacierise
08-17-2010, 04:05 PM
Challenge taken dude, I've been thinking of making baloons on strings before, gotta bang it out. On the weekend... :)

JohnnyRandom
08-17-2010, 04:28 PM
Now, who can make them pop :D

PexElroy
08-17-2010, 05:48 PM
Snappy balloons! I like the shader man and their motion of the strings and cards; gonna try this too :cool:

PsychoSilence
08-17-2010, 08:08 PM
Cool, good motion :), sorry, that falloff shader shader needs some Ansi's love, that is the first thing that caught my eye, the yellow ones look nice, the red/blue stand off oddly

I totally agree on the shaders :D but the 1 hour work on it included shading and was not the majority of the time spent LOL (not for previz anyways :D )

Popping balloon smells like a VFXWars suggestion! Didn't we have a water balloon one once?

JohnnyRandom
08-17-2010, 09:24 PM
Just giving you a hard time, you always make your shots look good (shot and shader wise), way better than mine anyway :)

PsychoSilence
08-17-2010, 10:05 PM
HAHA! i know :)

i'll see if i have a "poof" of concept by tonite :D but maybe i try the 10,000 balloons first? decisions...

PsychoSilence
08-19-2010, 01:39 AM
Not sure who this is:

http://www.youtube.com/watch?v=4RJ9JTEuTNM&NR=1

but i recognize some of the animations if not ALL OF THEM as beta test videos by members of this forum.

Does anyone know http://www.primerframe.com ? Are they a visual effects art school or something? All i know is that i was never ask if they can show my stuff off as their course ware........

a mildly pissed Ansi

Bobo
08-19-2010, 01:58 AM
Not sure who this is:

http://www.youtube.com/watch?v=4RJ9JTEuTNM&NR=1

but i recognize some of the animations if not ALL OF THEM as beta test videos by members of this forums.

Does anyone know http://www.primerframe.com ? Are they a visual effects art school or something? All i know is that i was never ask if they can show my stuff off as their course ware........

a midly pissed Ansi

I haven't made a single one of them, and I still recognized them all :)

It is a Spanish animation school, you can send them an email under escuela@primerframe.com and ask them what the heck they were thinking.

On their site, they seem to give credit under most of the images used (usually by Spanish-speaking artists).

JohnnyRandom
08-19-2010, 02:35 AM
Thats a nice Box#2 demo reel, Oleg should stick that up on Orbaz somewhere :p

You should see all the GI Joe stuff in the Krakatoa reel!

PsychoSilence
08-19-2010, 02:59 AM
I will email them for sure. In general i have nothing against the use of my previews but i want a note somewhere that it was done by me...i can imagine same goes for all the other artist displayed there.

Bobo
08-19-2010, 06:14 AM
You should see all the GI Joe stuff in the Krakatoa reel!

*Half of it isn't even made with Krakatoa - the Paris sequence was made by Digital Domain using their voxel renderer.
*None of the Mr.Magorium stuff included in the video used Krakatoa. We used PFlow particles driven by Flood simulations and rendered as meshes in later shots.
*Almost none of the included "Journey To The Center of the Earth 3D" shots had anything Krakatoa-related.
*And of course Spiderman 3 wasn't Krakatoa either.

There are a lot of movies that used Krakatoa, but getting the shots approved legally for public display is tricky.

PsychoSilence
08-19-2010, 01:20 PM
i didn't even see the Krakatoa reel on that site :D em i blind?

here is some more balloons (2000 aprox.), everything interacts with everything. rendered with metal ray(30 sec./frame with 3d motionblur) since vray would take 10 TIMES as long with lower settings to wrangle through the semi transparency...it's biggest flaw is transparencies still...anyways. exact same setup then the other balloons earlier, cached with SuperMesher. tags have a picture post card side and text side, I was just too damn lazy to map something on it :D

http://www.3delicious.de/spielwiese/2000_balloons_Box2.mov (46MB)

http://vimeo.com/14266258

cheers!
Ansi

jussing
08-19-2010, 02:30 PM
Not sure who this is:

http://www.youtube.com/watch?v=4RJ9JTEuTNM&NR=1
Video is gone already! Damn, I wanted to see the scandal. :)

HornBerger
08-19-2010, 04:03 PM
http://vimeo.com/14266258

cheers!
Ansi

cool! (the balloon strings could do with some more detail though) reminds me of the movie "up", i like that sequence in the movie where a large number of balloons lift the house up, i wonder how its done? is it wind operators pushing the balloons up, the balloons in turn are glued to the house... or is it some other technique...

(http://scrapetv.com/News/News%20Pages/Entertainment/images-4/up-movie.jpg) http://scrapetv.com/News/News%20Pages/Entertainment/images-4/up-movie.jpg

cheers! :)

JohnnyRandom
08-19-2010, 04:13 PM
i didn't even see the Krakatoa reel on that site :D em i blind?

here is some more balloons (2000 aprox.), everything interacts with everything. rendered with metal ray(30 sec./frame with 3d motionblur) since vray would take 10 TIMES as long with lower settings to wrangle through the semi transparency...it's biggest flaw is transparencies still...anyways. exact same setup then the other balloons earlier, cached with SuperMesher. tags have a picture post card side and text side, I was just too damn lazy to map something on it :D

http://www.3delicious.de/spielwiese/2000_balloons_Box2.mov (46MB)

http://vimeo.com/14266258

cheers!
Ansi

Sick Dude! that came out nice, shader look way better to ;)

The Krakatoa reel was on their Vimeo page:
http://vimeo.com/7952023

Kinda looks like YOUR demo reel :curious:

PsychoSilence
08-19-2010, 08:30 PM
hahah! in love that they ripped youtube videos and the compression clearly shows...i reported all videos of plugin demonstration to vimeo. let's see what happens.

JohnnyRandom
08-19-2010, 08:41 PM
Well what I found odd, was that their "professors" all appear to be accomplished artists, I don't understand why they would throw together their own reel; after all they are teaching the courses.:shrug:

feldy
08-19-2010, 08:52 PM
Here is that krakatoa reel from them. I cant read a single word on there page. http://www.primerframe.com/krakatoa-un-plugin-revolucionario-en-nuestros-cursos/
Its sad and funny. But right off the bat they started with the Mini cooper stuff and then the Cheese block.

Ansi your last balloons post was pretty sweet.

PexElroy
08-19-2010, 09:40 PM
yeah video is gone already. Nice work Ansi ;)

PsychoSilence
08-20-2010, 02:39 PM
yeah video is gone already. Nice work Ansi ;)

wow, just WOW...so i commented on their vimeo page yesterday about the origin of their content and they just deleted my posts, I sent an email now. The videos are all back up on their website too as it seams. pissed...

Glacierise
08-20-2010, 03:10 PM
Resilient a-holes they are then? :)

PsychoSilence
08-20-2010, 03:16 PM
Video is gone already! Damn, I wanted to see the scandal. :)

they deleted and reuploaded it. it is here now: http://www.youtube.com/user/PrimerFrame#p/a/u/1/ANDSyW88x_w

uploaded yesterday...

i debating if i should start a thread in CGNews. This is what i got in Vimeo inmail:

"This is a public and free video Anselm, is hosted in:
www.orbaz.com/products/particleflow/box2/Box2ProDemoVideo.html (http://www.orbaz.com/products/particleflow/box2/Box2ProDemoVideo.html)

But i try to change this material with our own videos. Our school is new in Spain, and we need material and videos for samples, this videos are free and public by the moment in the site of ORBAZ and we can use it, with the best of our desires.

Sorry for the inconvenience, but this videos are a public material, and I only use it for sample of the programs."

PsychoSilence
08-20-2010, 03:27 PM
cool! (the balloon strings could do with some more detail though) reminds me of the movie "up", i like that sequence in the movie where a large number of balloons lift the house up, i wonder how its done? is it wind operators pushing the balloons up, the balloons in turn are glued to the house... or is it some other technique...

(http://scrapetv.com/News/News%20Pages/Entertainment/images-4/up-movie.jpg) http://scrapetv.com/News/News%20Pages/Entertainment/images-4/up-movie.jpg

cheers! :)

UP was clearly my inspiration here :) And yes, the string joints are only 6 per balloon. but if you are not inside the balloon cloud it holds up i dare to say :D I think pixar had a masterclass about the balloons at some point. I did a test once during beta of box2 with balloons and a net holding them together. worked fine :) need to dig that scene file out...lost in beta hell :D

PsychoSilence
08-20-2010, 08:49 PM
sweet new reference for vfx artists: Super SloMo video http://vimeo.com/12113203

HornBerger
08-20-2010, 10:23 PM
sweet new reference for vfx artists: Super SloMo video http://vimeo.com/12113203

awsome :thumbsup:!!!

thanks for sharing this!

JohnnyRandom
08-20-2010, 10:26 PM
"This is a public and free video Anselm, is hosted in:
www.orbaz.com/products/particleflow/box2/Box2ProDemoVideo.html (http://www.orbaz.com/products/particleflow/box2/Box2ProDemoVideo.html)

But i try to change this material with our own videos. Our school is new in Spain, and we need material and videos for samples, this videos are free and public by the moment in the site of ORBAZ and we can use it, with the best of our desires.

Sorry for the inconvenience, but this videos are a public material, and I only use it for sample of the programs."

Public domain or not, why did they put their logo in the beginning of the video? That in itself is misleading. To me, that is them laying claim to the content of the video. I certainly don't care that they or anybody else post any demo material, it is just BS when they put their name on it.

PsychoSilence
08-21-2010, 03:21 AM
Thats pretty much what i told them and other people manifested (Oleg e.g.). The second they branded it to make money of off it with their 3d school it was not public domain anymore but marketing material...besides that i might even have been cool with it if they had just asked if its okay to use it rather then just take it...

SoLiTuDe
08-21-2010, 03:56 AM
But i try to change this material with our own videos. Our school is new in Spain, and we need material and videos for samples .......... and I only use it for sample of the programs."

Then they can ***king make some of their own videos if that's what they're teaching... what a $#!+ excuse to use other peoples' videos for their own gain. If they can't even make their own, then they shouldn't be 'teaching' anybody.

Glacierise
08-21-2010, 09:26 AM
That is complete BS. Public domain can't be used to make profit with without the consent of the creator. Anyway. Cool reference Anselm, goes to the folder!

HeadSmell
08-21-2010, 02:31 PM
wow...just shows you the type of people running it...i feel bad for the students...:sad:

Cryptite
08-21-2010, 03:04 PM
I guess it's time we started branding all of our R&D tests with our names all over it :shrug:

PexElroy
08-25-2010, 08:00 PM
sweet new reference for vfx artists: Super SloMo video http://vimeo.com/12113203

Thanks for ref link Ansi :twisted:

PsychoSilence
08-31-2010, 01:15 AM
Just gathered all my free video tutorials that are online. Over 3 hours of free stuff in one place :)

http://incendii.com/html/freebies_01.html

simmsimaging
08-31-2010, 02:38 AM
Thanks Anselm! I have watched a few of these already and they are a huge help.

b

PsychoSilence
08-31-2010, 06:38 PM
Thanks Brett! Appreciate it :)

anyone ever had that error when rendering pflow with MentalRay? Max crashes EVERYTIME i try to render a sequence, making a preview is fast, rendering a still out of the sequence at any given frame works fine. just NO freaking sequence...

thanks in advance, help is much appreciated!

EDIT: i should mention i deal with a multi/sub with about 100 materials...

Ansi

JohnnyRandom
08-31-2010, 07:10 PM
Just a thought and I have not used it much to the extent of 100 materials but have you tried the MR multi-map shader? Of course, I have no idea how your material tree is built, like i said though just a thought.

or possible scene corruption? re-merge?

Cool vids BTW :)

PsychoSilence
08-31-2010, 07:53 PM
so i spent the last 5 hours figuring it out and i had to go in and manually clean the multi/sub as in instancing doubles if not getting rid of em and broke it down to a fraction of the materials. This was caused by box2 and it's downstreaming material nature. I have to look into this more and eventually report it to Oleg :( I had prefractured, shaded objects in different events that were drawn together in a inefficient way (creating alot of doubled up materials in one single giant multi/sub) but now it renders with an average of 40 seconds a frame at 1024x1024 :) i'll post the results later. What drove me up the friggin wall was the single threaded nature of max...i saw 15 cpu threads doing virtually NOTHING where max froze up every time i made 1 move(autobackup disabled etc. to even work)..........AAAAARRRRGGGGH!!!

where vray was able to tackle the large amount of multi/subs i had my scene already set up in MR(shaders, lights, etc.) and just didn't wanna switch *stubborn as ever*. What made it sing was supermesher once again. i cached my particle system with cache disk and baked that into supermesher reducing the scene size to 1/10 (was 400+ MB, is now 49MB). So i guess a mix of cleaning up and supermesher made it happen...

PsychoSilence
09-01-2010, 03:25 AM
Here is the system i was working on all day debugging, teh system setup itself was done in under an hour, rendering it was the rest of the day........

http://vimeo.com/14597952

cheers,
Ansi

Mric
09-01-2010, 07:59 AM
PsychoSilence, your effect is very well done. Have you used box3 to script some effect or just box2? I'm interesting by this effect. it's super !

PsychoSilence
09-01-2010, 03:32 PM
Thanks :)
This can be done with "vanilla" PFlow easily, infact i think Arvid from Mainframe did something similar to that with the logo in his reel. I just used the components i have since it is faster, you would need scripting in 2 places to do it "vanilla". I used the birth group from box2 and it's ability to inherit materials down the flow. A data operator to store position vectors and a data test to trigger the effect. You could use a birth script instead that creates a particle per chunk at it's position and use another script to store initial position vectors, then use a regular collision test and a deflector to trigger it. And finally "vanilla" pflow doesn't have good caching abilities. Box3 disk cache comes in handy here.

cheers,
Ansi

JohnnyRandom
09-01-2010, 05:04 PM
Cool, that came out nice! now I see why you had soo many materials :)

amckay
09-03-2010, 05:22 PM
Lookin good Ansi

PexElroy
09-07-2010, 03:15 PM
Cool effect Ansi :)

Some box #2 R&D on metal denting (http://www.areagrey.com/other/fw39.html) on a cube.

And a working drawbridge (http://www.areagrey.com/other/fw40.html) that lowers with chains (box #2) - did a trick here to avoid using a chain link in the sim, and instead used a cylinder shape, then changed the Shape with a new Shape: a mesh of two chains.

@ Glacierise - it should work with any Particle Skinned mesh, but having it shake a bit is nice, so it nudges. Works ok for static objects, but now trying to find a way to nudge the cube

Glacierise
09-07-2010, 03:22 PM
Seriously awesome stuff Robert! How stable and useful would it be on a heavy animated mesh?

PsychoSilence
09-07-2010, 04:19 PM
@Robert: That's sweet! Especially the ones that get trapped :D Do you glue the spheres, break by force and re-glue in a next event? You just gave me a nice idea about time lapse weathering effects with your point cached denting without the balls impacting :D

@ Glacierise: I would always do the simulation part on a low res mesh that is a tid bid bigger then the high res version (i usually use a push modifier and inflate it a bit) and skin the high res mesh to it once the particles are cached with "Inside Inclusion" checked, that way 3 low res particles can influence a whole area of multiple high res objects with a falloff radius. PFlow never "sees" the actual highres mesh during calculation that way. Or use low res fragments or what ever you are doing, get the motion etc. done and switch em out after caching within cache disk's Post Cache Operators. So far no one could tell a sim was done with less resolution meshes. In my ripping test i did once the statue had 1.7 million polys and the most enduring part was actually waiting on the particle skinner to be done skinning.

Glacierise
09-07-2010, 04:22 PM
Ok, but how will you transfer the topology changes, the tearing overall, from the low to the hi-res mesh?

mustan9
09-07-2010, 05:51 PM
That looks very cool. Nice research.

PexElroy
09-07-2010, 06:10 PM
thanks guys :D

@ Ansi - yea man, in fact your cloth rip gave me the idea, but instead pipe the glued wire of broken bits off the skin into a new event, where there is a Switch that locks the particles in place, but this caused the "cube" to not move either,

PsychoSilence
09-07-2010, 10:47 PM
nice, would love to check it out :)

JohnnyRandom
09-08-2010, 12:13 AM
Hehe cool work Rob, thinking outside the Box :D

PexElroy
09-08-2010, 02:51 AM
thanks - here's the max 2010 (http://www.areagrey.com/other/pf_sbc_v04.zip) scene :twisted:

would it be hard to have box #3 detect a particle that breaks off, and assign it only gravity?

PsychoSilence
09-08-2010, 03:41 PM
thanks - here's the max 2010 (http://www.areagrey.com/other/pf_sbc_v04.zip) scene :twisted:

would it be hard to have box #3 detect a particle that breaks off, and assign it only gravity?

dont think it would be hard, let me test that. Glue can report all data to a data operator and writes it into a data channel that you can then butcher in a data op. But i'm pretty sure you wouldnt even need box3 for this, maybe try a physx switch set to anti-gravity in the first event and then you can you test "break all binding" true and pass it into a new event with gravity?

EDIT: thats how you did it pretty much :D
EDIT: I mocked something up super quick, maybe it's stooopid to do it that way, maybe you can pick at it and it is useful. I went the route and detect when a particle collided with another particle (in your case the ball). In the physx shape i set the Mass to the most minimum value and applied anti gravity via a physx switch. The very important thing is to check "Report Data to Operator" in the intercollision test :D That took me a good 5 minutes to figure out LOL. Otherwise the physx Input set to detect intercollision wouldn't do anything ;-p Anyways i use that as an ON/OFF switch to apply a new mass based on the particles size, color it differently and apply some gravity. The setup needs some love on the gravity side but at least it works in one event, no test necessary(other then the intercollision).

PexElroy
09-10-2010, 04:41 AM
sweet - messing with your PFlow, and the Box #3 ops are helpful in better Box #2 control :wise:

HornBerger
09-10-2010, 12:27 PM
hi!
playing with box2... trying to recreate the metal deformation/plasticity effect shown in the 5th minute 59th second of this video http://www.orbaz.com/products/particleflo/box2/Box2ProDemoVideo.html (http://www.orbaz.com/products/particleflow/box2/Box2ProDemoVideo.html)
here is my current result and setup (its far far away from the expected result :( )...

http://img690.imageshack.us/img690/5904/metaldentmotionpreview0.gif

http://img52.imageshack.us/img52/3152/setup00.jpg

the setup consists of 4 events the "inner squares" event contains a grid of cuboids glued together to form a larger square metal piece which is held in place by the "border squares" event which contains a number of cuboids arranged to form a frame around the "metal piece" these cuboids are glued only to the "inner squares" and do not participate in the physX simulation (therefore the event contains physX switch operator named "Freeze" to turn of the simulation)

however i have 2 problems with this setup :

1) at the moment i have timed the setup so i know that at frame 5 the bindings between the "border squares" and the "inner squares" break (due to collision with the Ball event) therefore i used an age test to send the "inner squares" to the event dent motion where i have increased the max binds per particle of the glue operator so that the bonds between the inner squares become stiff so that there shape is permanently deformed .. i would like to replace this with a system which forwards the particles from the inner squares event automatically to the dent motion event when the bindings between the border squares and the inner squares break this way i do not have to re-time or re calculate the value for age test whenever i change the speed or density of the ball

2)how to tone down the berserk spinning of the metal piece towards the end of the simulation?

i tried using group selection and split group test to solve the first problem but failed :( .....
http://img228.imageshack.us/img228/1605/setup01.jpg

[attached max 2010 file]

thanks! :)

PexElroy
09-10-2010, 12:55 PM
@ HornBerger - nice file :thumbsup:


Sand & Debris Blasts
Here's a max 2010 (http://www.areagrey.com/other/sand03c.zip) edit, from a cool sand & dust file Allan made and shaded.

You will find it handy for sand, lava, sparks, shaprnel, fire-fights and splashes.
i changed flow to let us shot dynamic, to do multi-blast effects -- great with Krakatoa. :twisted:

http://www.areagrey.com/other/ss26.jpg (http://www.areagrey.com/other/fw41.html)

PsychoSilence
09-10-2010, 03:01 PM
without checking the file it looks like the peak of spawn thing Andrew made a while ago :)
http://www.orbaz.com/forum/viewtopic.php?t=1427

super helpful!

HornBerger
09-11-2010, 12:23 PM
hey!
i couldn't figure out an "out of the box" solution for the first problem i mentioned in the previous post
i would like to replace this with a system which forwards the particles from the inner squares event automatically to the dent motion event when the bindings between the border squares and the inner squares break this way i do not have to re-time or re calculate the value for age test whenever i change the speed or density of the ball

so i decided to use script operators with a persistant global variable VAL (its not the most elegant solution.. but it is one :) ) here's the screen grab of the setup :

http://img534.imageshack.us/img534/703/setup02.jpg

still haven't figured out a way to reduce the chaotic spin motion the metal piece gets into once the balls rolled over it though :(

Sand & Debris Blasts
Here's a max 2010 (http://www.areagrey.com/other/sand03c.zip) edit, from a cool sand & dust file Allan made and shaded.
You will find it handy for sand, lava, sparks, shaprnel, fire-fights and splashes.


but the file only contains the sand Particle flow system (cool effect with a simple setup though! :thumbsup:) is the rest of the file available for download or is it a part of some video training/class or something

thanks! :)

PsychoSilence
09-12-2010, 04:12 PM
The question how to get 3D motion blur with changing topology especially in Glu3D, PWrapper and Particles comes up a lot in forums so here is a quick round up on how to get it to work. It's a simple setting that's sometimes overlooked... ;)

Vimeo Link: 20:44minutes, 1680x916, 278.09MB
http://vimeo.com/14900721

cheers!
Ansi

JohnnyRandom
09-13-2010, 05:45 PM
Cool Anselm, good stuff :)

JohnnyRandom
09-13-2010, 05:54 PM
still haven't figured out a way to reduce the chaotic spin motion the metal piece gets into once the balls rolled over it though :(

@Hornberger, use a PhysX Drag and hammer it, use a value like 10.0 and 10.0 on event entry, play with the speed multiplier too.

PsychoSilence
09-14-2010, 12:59 AM
Yeah, don't drag with Drag *LOL*

http://vimeo.com/14207113 << very nice! working on a setup, woudl be a great vfx wars topic. Sandwomen - No pain, no grain!

And in case you missed the news today: RayFire 1.51 with rebar released and new website (http://forums.cgsociety.org/showthread.php?p=6689305#post6689305)

PsychoSilence
09-20-2010, 12:18 PM
ParticleFlow Forrest By Height Plane for Evermotion.org (http://www.evermotion.org/tutorials/show/7963/particleflow-forrest-by-height-plane) :)

JohnnyRandom
09-21-2010, 06:42 PM
Nice tut, interesting technique :)

HornBerger
09-23-2010, 09:14 AM
hey!
while i await my vray render results.. i thought i would doodle with pflow scripting, i wanted to create a particle seeking particle system (without using any plugins) i got the idea from the lecture on bobo's intermediate pflow scripting DVD (amazing dvd, kicking myself for not having bought it before). here is a viewport grab...
http://img541.imageshack.us/img541/9333/pspt.jpg
and the setup...
http://img697.imageshack.us/img697/7176/pspsetup.jpg
also [attached max 2010 file] enjoy ;)

some things which i realized while working on this.. a) you cannot delete particles of a pflow system or read its float,vector and matrix channel from another pflow system, but you can read the position, speed channels .. (i tried using $target_pfs.useFloat = true inside the on channelsUsed handler of $source_pfs, but this gives script error) please correct me if i am wrong
b) is it possible to assign particles an avoid behavior (like in a crowd system) in pflow? the particles are assigned a target and also they must avoid certain objects while tracking the target.. like in the movie wanted the bullet dodges objects and hits the correct target

i guess these kind of things are easily done with thinking particles?

thanks! :)

Glacierise
09-23-2010, 02:41 PM
Interesting setup :) Btw, why do you need 3 separate pflows? You can have 3 births in a single pflow, maybe then you'll be able to make them communicate easier.

On the seeking-avoidance - it's just a set of rules, like repulsing forces/velocities when distance to neighbor is too low and so on. Definitely doable with Box3 and TP, and a bit hard with vanilla PF :)

HornBerger
09-23-2010, 03:49 PM
thanks for the post!

if i used only 1 flow then i will have only 1 particle id counter.. i used 1 pflow system to generate particle ids for source particles and another to generate particle ids for target particles. This way the source particle with id 1 attacks target particle with id 1 and a source particle with id 45 attacks target particle with id 45 (in one single flow i will not be able to distinguish source and target particles since there is only 1 particle id generator so there is only 1 particle with id 45 or 1) i could have used a spawn test operator iniside the source_pfs to simulate explosion but then after every explosion the particle id's would be offset by (number of particles spawned) (say the source_pfs generates 5 particles before a collision and per collision 50 particles are spawned then the following particle ids will be generated 1,2,3,4,5,51.. when the particle with id 51 is generated (by source_pfs) it has to wait for the target_pfs to generate particle with id 51 but the next particle generated by target_pfs is 6.. stoping the flow) so i used seperate flows and i made them communicate with persistent global arrays! hope i made the setup clear :)

**ah i just figured the simplest way of creating avoidance behavior is by using Udeflector with 0 bounce along with a findTarget test and a script operator to normalize the speed vector and multiply it by a constant to remove any acceleration!

thanks!

Glacierise
09-24-2010, 10:10 AM
You gotta get box3 or TP - you can assign whatever velocity vectors you wish, much easier for doing these setups :) Btw - using the particle ID like that does seem awkward, are you sure you can't do it in any better way? There's groups in box1 - meaning in max 2010+ also, you should be able to do this stuff with them, I think.

HornBerger
09-24-2010, 12:27 PM
thanks for the post!

There's groups in box1 - meaning in max 2010+ also, you should be able to do this stuff with them, I think.

hmm.. i will give it a shot with the group, selection operators i have to check if particles split into different groups can be accessed via scripting if so then it would be possible to map particles in 1 group as source and particles in another group as target particles... but i am not really optimistic since they were a let down earlier (see post no. 5668 and 5669 of this thread) ..

You gotta get box3 or TP - you can assign whatever velocity vectors you wish

yep on top of my list. TP a bit pricy though :( hopefully will have it by xmas :) i like the fume fx 2 + TP R4 bundle offer

thanks! :)

PexElroy
09-24-2010, 03:08 PM
box #2 problem - having a Shape issue. Why is the Scale operator not working properly for Event 2? It does not properly fit the sim shape hull to the re-scaled Event 2 shape - in fact, the PhysX Shape op in Event 2 acts strange. I've tried moving the ops around and it still won't fit snug to the scaled cubes.

max 2010 (http://www.areagrey.com/other/pfst_08d.zip) file - thoughts welcome, thanks :D

@ HornBerger - cool, could you save it out as max 2010 perhaps?


EDIT: Not sure why yet, but it works after I added in Event 3 to flow :hmm:
http://www.areagrey.com/other/ss30.jpg

HornBerger
09-24-2010, 04:01 PM
box #2 problem - having a Shape issue. Why is the Scale operator not working properly for Event 2? It does not properly fit the sim shape hull to the re-scaled Event 2 shape

i tried the setup with event03 like shown in the snapshot.. it seems like the physX shape operator can only be assigned once for a particular birth operator of a physX world :S (if you enable the physX shape in event01 the same problem occurs again, i.e the physX shape does not fit the cubes in event02, you could even remove the event03 and connect the collision test output to event 02 then disable the physX shape operator of event01 and place the scale operator above the physX shape operator in event02 and the problem goes away for cubes in event02)


@ HornBerger - cool, could you save it out as max 2010 perhaps?
check the previous post.. i reuploaded the file

thanks! :)

PexElroy
09-24-2010, 04:57 PM
@ HornBerger - thanks - your flow is very cool :twisted:

yea - I did notice the PhysX Shape op is causing a lot of these strange things to happen, and this happens often when I scale the shape - appreciate it :scream:

JohnnyRandom
09-24-2010, 06:04 PM
box #2 problem - having a Shape issue. Why is the Scale operator not working properly for Event 2? It does not properly fit the sim shape hull to the re-scaled Event 2 shape - in fact, the PhysX Shape op in Event 2 acts strange. I've tried moving the ops around and it still won't fit snug to the scaled cubes.


EDIT: Not sure why yet, but it works after I added in Event 3 to flow :hmm:


It works in this case because you have not assigned the PhysX shape in the first event, so particles haven't got a collision shape yet.

AFAIK PhysX itself doesn't support changing topology within the simulation, we have wished since beta days for animated shapes within Birth Group and this was the apparent restriction.

With a simple flow like this you can use this technique:
Be aware that this is not a supported method, most PhysX Test ops will not work using this technique but all PhysX ops work without issue (well ones I have tested anyway, some config may bunk out)

http://4rand.com/TEST/ParticleFlow/Box2/Misc/GlobalWorld.png (http://4rand.com/TEST/ParticleFlow/Box2/Misc/GlobalWorld.png)


BTW cool setup HornBerger ;)

PexElroy
09-24-2010, 11:04 PM
AFAIK PhysX itself doesn't support changing topology within the simulation, we have wished since beta days for animated shapes within Birth Group and this was the apparent restriction.
A-ha, man, that must be why this issue happens in using PhysX Shape particles.
- Thanks Johnny :wise:

JohnnyRandom
09-25-2010, 12:16 AM
I should clarify, no changing topology in particle shapes, collision objects can have changing topology.

PsychoSilence
09-25-2010, 03:08 PM
Did you guys see Tyson Ibele's fxwars entry?

http://forums.cgsociety.org/showpost.php?p=6644831&postcount=62

holy smoke...roughly 3 weeks in his spare time.

HornBerger
09-26-2010, 03:41 PM
http://forums.cgsociety.org/showpos...31&postcount=62 (http://forums.cgsociety.org/showpost.php?p=6644831&postcount=62)

wow, work of a true autodesk master indeed!

Steve Green
09-26-2010, 04:12 PM
Contests should only be open to regular humans ;)

PexElroy
09-27-2010, 01:20 PM
Messing around with Box #2. max 2010 file below :)

Open file and Bake it out, first using substeps 14, and it looks fine. At frame 80 a wind is keyed to push it over. Switch is off, glue set to rigid and unbreakable. Clear cache and change substeps to 24+, bake again, and watch what happens at end, hehe.

How come more substeps cause the glued grid to jiggle and flex? Friction maybe?
- Thanks :hmm:

http://www.areagrey.com/other/ss31.jpg (http://www.areagrey.com/other/wb_hit_02.zip)

PsychoSilence
09-27-2010, 02:53 PM
It's Spasmatress, the break dancing plane!!!

i lowered the glue solver factor from 1.0 to 0.5 and it was gone :) falls like an oak...i think if the rigidity is too stiff it causes internal turmoil in that case. Also try different Anchor Placements, might help.
http://www.orbaz.com/documentation/particleflowtools/box2/animations/PhysXGlueRigid_SolverFactor.html

PexElroy
09-27-2010, 03:19 PM
@ Ansi & Johnny - great info. Flow had a curious reaction (good idea on anchors) :D

JohnnyRandom
09-27-2010, 04:45 PM
You can definitely make your binds too stiff! Subframe factor is certainly a key parameter and requires a little voodoo, you can get some pretty different results depending on configuration with as little as +-4 subframe steps.

A good average or starting place advice that was given to us by the Particle Caregiver is: 2x the amount of binds per particle +2, for most cases this works really well, sometime you can us a lot less, sometimes you need a lot more, it is very scene dependent.

PsychoSilence
09-30-2010, 03:17 PM
A good average or starting place advice that was given to us by the Particle Caregiver is: 2x the amount of binds per particle +2, for most cases this works really well, sometime you can us a lot less, sometimes you need a lot more, it is very scene dependent.

i wish it'd do that automatically LOL :D

PsychoSilence
10-01-2010, 03:02 PM
New SkyLine trailer is out :)
http://www.youtube.com/watch?v=BqgL-2Mh6_8&hd=1

Great job, guys! Lots of FumeFX, Box#3, TP and Krakatoa
http://vrempire.com/Image/BlogImg/20100822-Skyline/Skyline-Movie-Poster.jpg (http://www.youtube.com/watch?v=BqgL-2Mh6_8&hd=1)

kogden
10-01-2010, 03:46 PM
Hahaha that looks awesome!

Two things made me laugh... One..was that Turk?? LOL and two all the people being sucked into the spacecraft.....

What companies worked on it?

Thanks for sharing

Kieran

TAVO
10-01-2010, 06:44 PM
New SkyLine trailer is out :)
http://www.youtube.com/watch?v=BqgL-2Mh6_8&hd=1

Great job, guys! Lots of FumeFX, Box#3, TP and Krakatoa
http://vrempire.com/Image/BlogImg/20100822-Skyline/Skyline-Movie-Poster.jpg (http://www.youtube.com/watch?v=BqgL-2Mh6_8&hd=1)

Really ? i thought Hydraulx was a 100% Maya shop, good to know that 3ds Max particles based are more and more getting used.

feldy
10-14-2010, 09:51 PM
Some cool fluids stuff. nevermind the title its safe for work. err Take out the periods in the f word cgtalk wont let me post it correctly http://f.u.c.kyeahfluiddynamics.tumblr.com/

Here are the youtube videos that were in the link.
http://www.youtube.com/watch?v=uLhblc48NIA&feature=player_embedded
http://www.youtube.com/watch?v=IvHy3OzYygk&feature=player_embedded
http://www.youtube.com/watch?v=3-MFrM-ubvA&feature=player_embedded
http://www.youtube.com/watch?v=DuXK_tTq2lg&feature=player_embedded
http://www.youtube.com/watch?v=DuXK_tTq2lg&feature=player_embedded
http://www.popsci.com/technology/article/2010-01/wind-turbines-leave-clouds-and-energy-inefficiency-their-wake

avolution
10-15-2010, 06:13 PM
What camera do you use that records at 1900 fps!?


Some cool fluids stuff. nevermind the title its safe for work. err Take out the periods in the f word cgtalk wont let me post it correctly http://f.u.c.kyeahfluiddynamics.tumblr.com/

Here are the youtube videos that were in the link.
http://www.youtube.com/watch?v=uLhblc48NIA&feature=player_embedded
http://www.youtube.com/watch?v=IvHy3OzYygk&feature=player_embedded
http://www.youtube.com/watch?v=3-MFrM-ubvA&feature=player_embedded
http://www.youtube.com/watch?v=DuXK_tTq2lg&feature=player_embedded
http://www.youtube.com/watch?v=DuXK_tTq2lg&feature=player_embedded
http://www.popsci.com/technology/article/2010-01/wind-turbines-leave-clouds-and-energy-inefficiency-their-wake

PsychoSilence
10-15-2010, 07:17 PM
that one is bad a$$!
http://www.youtube.com/watch?v=3-MFrM-ubvA&feature=player_embedded

JohnnyRandom
10-17-2010, 05:21 AM
Dude water doesn't bounce! :D

PsychoSilence
10-20-2010, 01:41 AM
http://forums.cgsociety.org/showthread.php?f=154&t=928218

http://www.3delicious.de/flash/gallery/posting-stills.jpg

Thanks for watching and C&C is most likely welcome :)

AdrianWilliams
10-20-2010, 12:49 PM
@ PsychoSilence:

LOVE the reel dude, my fave bits are the Avatar shots I would lvoe to know how that was set up and if you could maybe to a quick tute/demo of it!

PsychoSilence
10-30-2010, 04:35 PM
Hy Guys,
i have an issue with camera mapping and pflow here:

I am facing a task where i have to read camera projected textures from a geometry to shade my particles. when the texture is on the mesh with like planar mapping everything works fine. when i use camera projection mapping either with the camera map per pixel shader OR with the camera map modifier (regular and/or WSM) it messes up. It's not always as severe as displayed in the attachment but you get the idea. some stay gray which even happens with "Remove Backface Pixels" checked and a wider angle Threshold. The camera it is using is created from view so exatly what we see in the viewport.

max2010 file:
www.3delicious.de/spielwiese/8bit_BEP01.zip (http://www.3delicious.de/spielwiese/8bit_BEP01.zip)

jussing
10-30-2010, 07:31 PM
Dude water doesn't bounce! :D
Neither do logs:
http://www.youtube.com/watch?v=H4olmeNj_YE

Or tanks:
http://www.youtube.com/watch?v=feOwAB9TpEA

:)

@Psycho: that is one sweet reel. :) Congratulations.

- Jonas

JohnnyRandom
11-18-2010, 07:46 PM
Neither do logs:
http://www.youtube.com/watch?v=H4olmeNj_YE

Or tanks:
http://www.youtube.com/watch?v=feOwAB9TpEA

:)

@Psycho: that is one sweet reel. :) Congratulations.

- Jonas

LOL that first clip was... f'n hilarious (well less the fact of the carnage but calamity itself), straight over-the-top hollywood pyros and all! I love the bouncing logs they were well done, but the little red car (01:12) that drove under the empty trailer and started a full blown napalm explosion started me laughing!

PsychoSilence
11-27-2010, 08:13 AM
edit: double post :( (damn you, internet connection)

PsychoSilence
11-27-2010, 08:25 AM
Little something John and me have been working on lately:

http://www.incendii.com/images/the_black_eyed_peas_-_frame_small.jpg (http://vimeo.com/17233133)
http://vimeo.com/17233133

Full Video on the BEP YouTube Channel:
http://www.youtube.com/watch?v=JwQZQygg3Lk

Thanks,
Ansi

jigu
11-27-2010, 09:33 AM
Great works! Congratulations. Really loved it.:thumbsup:

StevieMac
11-27-2010, 10:56 AM
Great work as always guys! Lovin the naked girl on the bed!
How did you get the blocks on her but not the BG?

simmsimaging
11-27-2010, 03:31 PM
Congratulations on a great job! The effect looks awesome.

B

PsychoSilence
11-27-2010, 06:34 PM
Thank you all guys! Appreciate it and pass it on to the team :)

@ StevieMac: That image is from a (i believe fake) Lego add and was provided by the client as look reference. We didn't do anything in it! Despite it wouldn't be too hard with a still camera to shot the room empty and with an actual model and then let the blocks read the texture values from the model's 3d match move version and you comp it on the empty room. Or you combine it and add the blocks over the model with a tugged in roto. Multiple ways to skin a cat...

StevieMac
11-28-2010, 09:20 AM
Ah Nice one ;0)

PexElroy
12-06-2010, 04:03 PM
Nice work Ansi :)

Furball89
12-06-2010, 05:21 PM
nice one :thumbsup:
Thank you all guys! Appreciate it and pass it on to the team :)

@ StevieMac: That image is from a (i believe fake) Lego add and was provided by the client as look reference. We didn't do anything in it! Despite it wouldn't be too hard with a still camera to shot the room empty and with an actual model and then let the blocks read the texture values from the model's 3d match move version and you comp it on the empty room. Or you combine it and add the blocks over the model with a tugged in roto. Multiple ways to skin a cat...

isn't there a way to get the "restrict by mesh" feature of the birth grid operator to update with animated mesh?

JohnnyRandom
12-06-2010, 05:38 PM
isn't there a way to get the "restrict by mesh" feature of the birth grid operator to update with animated mesh?

Not currently, I used a PRT Volume piped back into pflow as a work around. It's only drawback is particle IDs, I was left deleting every particle every frame (sub-step) and creating a new one. Works ok. Anselm had a pretty slick box#3 setup that hides visibility to workaround the volume mesh restriction. Both are about as equally fast (or slow may be a better term)

EDIT: may be possible to script a per frame execution of CalculateMeshVolumeLimits(), if it did work I don't think it would be any faster than the above mentions methods.

Bobo
12-06-2010, 09:02 PM
Not currently, I used a PRT Volume piped back into pflow as a work around. It's only drawback is particle IDs, I was left deleting every particle every frame (sub-step) and creating a new one. Works ok.

I am really sorry for the pain this caused :)
I will be pushing for an option to allow "rebirth" in the future without the need to increment IDs.
In fact, I prototyped myself a Krakatoa Birth Operator for TP that has the "Allow Rebirth" option and it worked great, so I think that is proof of concept enough to fix the PFlow ops too...

JohnnyRandom
12-06-2010, 10:01 PM
I can be happy that it worked at all ;) Not saying that a solution to the issue wouldn't help, the a PRT Volume is a powerful object not just for rendering in Krakatoa but a very nice extension of "particle management" :) gees TP nodes too would be some nice icing on the cake!

HeadSmell
12-06-2010, 11:35 PM
I prototyped myself a Krakatoa Birth Operator for TP that has the "Allow Rebirth" option and it worked great
Great News :)

PexElroy
12-07-2010, 05:25 PM
that's awesome Bobo :wise:

PsychoSilence
12-13-2010, 05:09 PM
http://www.luima.com/voxpro.htm

John dug out this new script. VERY handy for the currently trendy pixel/voxel look. Kinda wish we had that script on the BEP video LOL. We did it rather brute force :D

Thanks for the find, John!!!

Ansi

CHRiTTeR
12-17-2010, 05:59 AM
Awesome, was just looking my ass of for something like that! Thanks for sharing!

Steve Green
12-17-2010, 08:52 AM
http://www.luima.com/voxpro.htm

John dug out this new script. VERY handy for the currently trendy pixel/voxel look. Kinda wish we had that script on the BEP video LOL. We did it rather brute force :D

Thanks for the find, John!!!

Ansi

I tried it, but I found it pretty slow - how responsive was your Box #2/3 combo, Anselm?

Cheers

Steve

PsychoSilence
12-17-2010, 02:39 PM
Not too bad at all and definitely faster then TP. We didn't even cache the particles. I rendered multiple shots over night on one computer only. Maybe I do a tutorial one day :)

We first tried the PRT Volume method sicne it only creates what you really need but it has it's short comings with animation. You need some minimal KCM wizardry sicne the Particle IDs change every frame (deleting whats not inside the object anymore and creating new ones vice versa) and the PRT birth is slooow with that amount of particles. So regular birth grid and box#3 saved our a$$es big time here. We filled the characters bounding box with particles and sorted out what's not supposed to be visible/renderable with a box#3 boolean. That operation is very fast even on a quarter million particles since it only knows "on or off". Then a box#3 operator to inherit the camera projected footage/colors from the geometry and write it into the vertex color channel and a vertex color map in a material's diffuse slot. In other cases the good old box#1 mapping object did the job faster. Was a case by case scenario really.

hope that clears a (dirty) bit :)

Ansi

Steve Green
12-17-2010, 02:55 PM
Great - it looked good on it!

Cheers

Steve

PsychoSilence
12-17-2010, 03:18 PM
http://vimeo.com/17923529
quicky for the holidays :D took an hour to set up and renders a minute per frame...

woutb
12-20-2010, 10:57 AM
Hi, I'm looking for a way to connect particles with splines, something like this, but without the geometry:
http://vimeo.com/17807288

Looking to create some kind of web. Any advice/thoughts?
Love your work psychosilence. Applied for a demo for box 2, can't wait to test it.

PsychoSilence
12-21-2010, 07:25 PM
Hi, I'm looking for a way to connect particles with splines, something like this, but without the geometry:
http://vimeo.com/17807288

Looking to create some kind of web. Any advice/thoughts?
Love your work psychosilence. Applied for a demo for box 2, can't wait to test it.

the way I created that quick test is to create a geosphere(or what ever your object is) and dublucated it 3 times: 1 i made not renderable and spawned particles on every vertex, then added forces etc. to get the movement. 2 i converted to edit mesh and clicked "Spline from Edges" to get the wire version(play with the renderable spline settings to get your desired width etc.), then skinned it to the particles with particle skinner. 3 i left as is and applied a transparent material, then again skinned it to the particles with particle skinner(ships with box2).

hope that helps!

Ansi

DeKo-LT
12-25-2010, 05:52 PM
Merry Christmas (http://lab.deko.lt/merry-christmas), guys! ;)
http://deko.lt/lab/xMax_12_Final.jpg

woutb
12-27-2010, 10:36 AM
the way I created that quick test is to create a geosphere(or what ever your object is) and dublucated it 3 times: 1 i made not renderable and spawned particles on every vertex, then added forces etc. to get the movement. 2 i converted to edit mesh and clicked "Spline from Edges" to get the wire version(play with the renderable spline settings to get your desired width etc.), then skinned it to the particles with particle skinner. 3 i left as is and applied a transparent material, then again skinned it to the particles with particle skinner(ships with box2).

hope that helps!

Ansi
thank u very much! I still haven't heard about the box 2 demo i applied for, hoping to be able to test it soon. I'm still looking for a way to connect particles with ropes, or splines.I tried reactorrope but in my tests it was very buggy.
Merry christmas to you all!

PsychoSilence
12-27-2010, 03:13 PM
Hope you all had merry happy x-mas and will have a great new years eve! May 2011 be prosper and rich in business for all of us :)

@ Deko: the Santa rocks! I had a pixel Santa idea as well at first but ditched it in favor of destruction :D

@ woutb: Oleg is busy at the moment and it's the holidays. I'm sure he will hook you up soon :) Particle skinner is mighty fun! I can send you a scene then.

Be merry!
Ansi

JohnnyRandom
12-27-2010, 08:50 PM
Great scene Deko, and to you to, and every other particle peep :)

woutb, make sure you sent that request using a non-gmail/hotmail/yahoo type account. He will not give out a demo unless he can verify that you are more or less a legit user. ;) Just an FYI

Glacierise
12-28-2010, 07:25 AM
Nice :) Merry Christmas and a rockin successful 2011 to all you guys! Keep up the goodness :applause:

SoLiTuDe
12-29-2010, 05:46 AM
For all you FX Guys... thought I'd share...

http://forums.cgsociety.org/showpost.php?p=6814760&postcount=3911

MatthiasM
12-29-2010, 03:54 PM
a little audio visual animation i did using particle flow and also a lot box#3, Krakatoa as render

Vimeo Link (http://www.vimeo.com/18253976)

Furball89
12-30-2010, 06:00 AM
a little audio visual animation i did using particle flow and also a lot box#3, Krakatoa as render

Vimeo Link (http://www.vimeo.com/18253976)

nice! :thumbsup:. cool audio particle flow sync.!

PsychoSilence
02-13-2011, 03:33 AM
long time no post here...everyone busy?

loran
02-14-2011, 08:26 AM
not dead yet...

Glacierise
02-14-2011, 08:51 AM
Some of us are in the 'pump a lot out fast' mode, you know how it is... :D

JohnnyRandom
02-14-2011, 04:46 PM
Some of us are in the 'pump a lot out fast' mode, you know how it is... :D

aint that the truth!

PsychoSilence
02-14-2011, 07:26 PM
same boat! 9 shots in 5 days. 13h days in a row and all systems go :D before i fly out to LA again. crazy busy...

JohnnyRandom
02-14-2011, 07:35 PM
Thanks for the help BTW:beer:

Glacierise
02-15-2011, 10:40 AM
Blast it up dudes! :buttrock:

PsychoSilence
02-22-2011, 08:22 PM
Ona side note and not strictly pflow related but the new RayFire 1.55 is out on BETA and it has a fragmentation modifier now to pre-frag your geometry x100 times faster then before (multithreadded and 64bit). The fragmentation modifier has no restrictions with the demo/beta version. That's a free advanced fragmenter right there for your chunks and debris ;)

PsychoSilence
03-14-2011, 06:20 PM
This is off topic but japan located forum users and dedicated pflowers Jeff Lim(Galagast) and Daniel P. Ferreira (Slime) please give us a shout if you are okay!

DeKo-LT
03-14-2011, 06:55 PM
I already contacted Galagast. He is ok :beer:

Glacierise
03-14-2011, 06:58 PM
Jeff Lim is ok too, he's even posting in his blog. Courage to all the Japanese!

JohnnyRandom
03-14-2011, 07:03 PM
Good to hear :)

Stupid Earthquakes and Tsunamis :sad:

I prefer to see them on the big screen only when we (FX artists) create them.