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slime
03-14-2011, 11:24 PM
Things are crazy around here,but I'm fine.

We keep having moderately strong earthquakes, some close to Tokyo, but nothing like the ones on the first day. Very little food and water out there on the supermarkets and energy is being rationed, but pretty good compared to the north areas, that were completely destroyed.

Thanks for worrying and sorry about the offtopic.

Tamagoo
03-15-2011, 01:47 AM
hmm. im wondering, does krakatoa support mental ray materials or just the standard material ?

woops wrong thread.

Glacierise
03-15-2011, 01:05 PM
@Daniel: Keep tight, if we can help with something, do say so. And good luck!

PsychoSilence
03-16-2011, 06:32 AM
hmm. im wondering, does krakatoa support mental ray materials or just the standard material ?

woops wrong thread.

maybe not all the way, which attributes of mental ray materials do you need on krakatoa particles that standard materials don't provide?

msravankumar09
03-25-2011, 08:37 PM
http://www.m9fx.com/blogimages/71.jpg (http://www.m9fx.com/blog.php)

Hi want to share 3ds max particle flow logo animation project file, To create this effect i used 3ds max Particle System,I hope guys it may help you. Sample Video (http://www.youtube.com/watch?v=N_TBgQPk-bI&feature=player_embedded)

http://www.m9fx.com/images/downloadblog.png (http://www.mediafire.com/?1qk2y4t5cgsu31f)

PsychoSilence
04-11-2011, 11:46 PM
Anyone tried pflow in 2012 yet? are shapes any faster in the viewport with nitrous? I'm still waiting for multiple plugins to be recompiled but look forward to work with it. seams to be the best release in years...

MatthiasM
04-12-2011, 01:42 PM
sadly it even seems a lot slower on the first sight, i tried a standart flow with display geometry and regular cubes as shape, increasing particle count to 20 K which runs quite smoothly in 2011 on my machine but a lot slower in 2012 , turning off AO and shadows in the viewport does not really help too ;( i hope i just miss some settings to speed it up to the 2011 standard

PsychoSilence
04-12-2011, 11:44 PM
Interesting, need to investigate that. I was already wondering why the tech-demo that was posted right before release only showed geometry and basic physx simulations...

JohnnyRandom
04-13-2011, 02:37 AM
This Scene and this Script: Dual 3.0 ghz, 4gb Ram, 2x nVidia 8800m GTX (EDIT:updated to 267.76), win7

Max 2008 is the only bare install I have other than 2012, a perfect test I think. :)

Max2008
Smooth & Highlights 2000 Cube Particles, Disable Cached Viewport,
Playback from 0-100
----
Time taken: 1.735s
Average FPS: 57.6369
----
Time taken: 1.709s
Average FPS: 58.5138
----
Time taken: 1.806s
Average FPS: 55.371

Max2012
Realistic:
----
Time taken: 23.239s
Average FPS: 4.30311
----
Time taken: 24.413s
Average FPS: 4.09618
----
Time taken: 23.578s
Average FPS: 4.24124
----
Realistic No Shadows No AO:
----
Time taken: 22.805s
Average FPS: 4.385
----
Time taken: 22.805s
Average FPS: 4.385
----
Time taken: 22.789s
Average FPS: 4.38808
----
Shaded:
----
Time taken: 21.777s
Average FPS: 4.592
----
Time taken: 21.804s
Average FPS: 4.58631
----
Time taken: 21.802s
Average FPS: 4.58674
----
DirectX 9 Smooth & Highlights:
----
Time taken: 2.192s
Average FPS: 45.6204
----
Time taken: 2.138s
Average FPS: 46.7727
----
Time taken: 2.159s
Average FPS: 46.3177
----
Enable Hardware Shading - Enable Shadows & AO:
----
Time taken: 4.376s
Average FPS: 22.8519
----
Time taken: 4.486s
Average FPS: 22.2916
----
Time taken: 4.487s
Average FPS: 22.2866
----

JohnnyRandom
04-13-2011, 03:57 AM
Ok, another machine 6-core 3.4ghz, 24 gb Ram, 480gtx (260.99) Note: Pflow cache was disable during these tests.

Playback frames 0-100

Max2011
Smooth + Highlights:
----
Time taken: 1.468s
Average FPS: 68.1199
----
Time taken: 1.47s
Average FPS: 68.0272
----
Time taken: 1.461s
Average FPS: 68.4463
----
Smooth + Highlights + Shadows + AO (default):
----
Time taken: 5.271s
Average FPS: 18.9717
----
Time taken: 5.27s
Average FPS: 18.9753
----
Time taken: 5.274s
Average FPS: 18.9609
----


Max2012
Realistic:
----
Time taken: 13.684s
Average FPS: 7.3078
----
Time taken: 13.699s
Average FPS: 7.2998
----
Time taken: 13.715s
Average FPS: 7.29129
----
Realistic No Shadows No AO:
----
Time taken: 12.829s
Average FPS: 7.79484
----
Time taken: 12.828s
Average FPS: 7.79545
----
Time taken: 12.872s
Average FPS: 7.7688
----

DirectX9
Smooth + Highlights:
----
Time taken: 1.469s
Average FPS: 68.0735
----
Time taken: 1.467s
Average FPS: 68.1663
----
Time taken: 1.47s
Average FPS: 68.0272
----
Smooth + Highlights + Shadows + AO (default):
----
Time taken: 3.43s
Average FPS: 29.1545
----
Time taken: 3.016s
Average FPS: 33.1565
----
Time taken: 3.022s
Average FPS: 33.0907

PsychoSilence
04-13-2011, 11:39 PM
ergo the new modes are for the viz industry... (as i am sure they were intended for)

Any one else noticing that you cant use MultiPass effects anymore in the viewport or when making a preview? Hitting preview when turning on MBlur in a standard cam has no effect, "Use MultiPass effetcs" is grayed out when making a preview...
PLUS Point though is that you finally can hide the view/camera name in a preview, no more underlaying the frame counter LOL.

JohnnyRandom
04-14-2011, 01:07 AM
ergo the new modes are for the viz industry... (as i am sure they were intended for)


Well they sure as hell didn't optimize it for animation that's for sure :D

Nice about the preview and viewport kontrols :)

Glacierise
04-14-2011, 07:30 AM
It's not that they are only meant for viz, but you can only do that much in a limited time. I'm surprised how they managed to get it to this point so quickly, it's a completely new viewport after all. Animation improvements would be coming in the next release, I'd suppose.

JohnnyRandom
04-14-2011, 07:57 PM
Ah for sure! It's new, XBR isn't done yet, and we'll just have to wait and see, I am hopeful that it will be addressed :)

Steve Green
04-14-2011, 10:21 PM
It's not that they are only meant for viz, but you can only do that much in a limited time. I'm surprised how they managed to get it to this point so quickly, it's a completely new viewport after all. Animation improvements would be coming in the next release, I'd suppose.

Pfft - believe it when I see it.

CHRiTTeR
04-16-2011, 10:51 PM
It's not that they are only meant for viz, but you can only do that much in a limited time. I'm surprised how they managed to get it to this point so quickly, it's a completely new viewport after all. Animation improvements would be coming in the next release, I'd suppose.

Its based on research done in around 2000, when they planned to do a rewrite (and started doing one but didnt finish it), so its not that quick :D

Id ratter prefered if they did an actual rewrite instead of hacking everything togetter and making things even worse with every version.

loran
04-21-2011, 05:40 PM
Id ratter prefered if they did an actual rewrite instead of hacking everything togetter and making things even worse with every version.

sooooooooo true
Maybe a plugin exist to solve those kind of issue :D

JohnnyRandom
05-02-2011, 08:12 AM
Game for Particle People :)

http://universesandbox.com/

Glacierise
05-02-2011, 08:55 AM
Good topic :) My favorite one is this: http://www.ion-assault.com/

tool2heal
05-06-2011, 11:40 PM
Was messing around with Pflow Box #2 for the last couple of days.

here's the little tests I did, nothing extraordinary, was just bored. I learned a few things though and that's what it's all about. I have more, will prob upload the other set soon.

Any questions, comments, feel free to ask. :)
http://img277.imagevenue.com/img.php?image=721420778_Box2Testsfinal.avi_thumbs_2011.05.06_17.38.20_122_61lo.jpg

http://img277.imagevenue.com/loc61/th_721420778_Box2Testsfinal.avi_thumbs_2011.05.06_17.38.20_122_61lo.jpg (http://img277.imagevenue.com/img.php?image=721420778_Box2Testsfinal.avi_thumbs_2011.05.06_17.38.20_122_61lo.jpg)

http://vimeo.com/23389661

http://www.youtube.com/watch?v=ZThpUy51mlU

Glacierise
05-07-2011, 11:10 AM
The peeling is cool :)

tool2heal
05-07-2011, 12:11 PM
Thanks, Yea that stuff is easy to setup once you get ur settings correct you can probably peel anything. I'm having trouble with pieces breaking off as perfect chunks though, I'm not great with Box 3 and that's where I think I'm gonna get what I'm after.

This is actually what I was trying to achieve
http://vimeo.com/15015310
But I'm lost on how to get it to 'peel' but stay in better pieces.

I'm currently rendering a quick lava lamp test that looks pretty cool.
will post soon.

JohnnyRandom
05-07-2011, 05:45 PM
Ion-Assault :thumbsup:

Nice tests, agree the peel is great, I like the multi-density pillars too.

tool2heal
05-07-2011, 08:16 PM
Here's the resulting render from the lava lamp test, I was just seeing if this effect could
be achieved and it can, so I'm going to take it further and see what else I can come up with.
Due to the simplicity I should be able to do this on a much larger scale without much problem.


I could of probably achieved this without box #2 but it would have been much less organic.
Also, if I switch the glue type from simplified (what it is now) to distance and use overstretch
I got a really nice 'drippy' effect. Which I'm going to look into as well.


http://img159.imagevenue.com/loc419/th_794715174_lavalamp_rendercompressed.avi_thumbs_2011.05.07_14.15.41_122_419lo.jpg (http://img159.imagevenue.com/img.php?image=794715174_lavalamp_rendercompressed.avi_thumbs_2011.05.07_14.15.41_122_419lo.jpg)


http://www.youtube.com/watch?v=3-YyOQx2EZQ

http://vimeo.com/23414610

Furball89
05-08-2011, 05:58 PM
:thumbsup: Cool! i wanted to do a similar effect for simulating nuclear fission (neutron hitting u-235, zoom out and fume - fx nuke!). Haven't played with pflow for sometime... Are you using blob mesh?

tool2heal
05-08-2011, 06:26 PM
The setup uses Box #2 and frost particle mesher. Basically there's 4 geosphere birth objects, 2 on top, 2 on bottom.particles are birthed on verticies and glued together. all geospheres are in the same system. theres 4 find targets, 2 above and 2 below. they are used to pull the geospheres apart (attract) them up or down. The particles are then meshed with frost, to get the blending/pulling effect.

the same setup can be used to make them slam together and form one, or pull apart and form two.
I can post the scene if you have Box #2, So you can at least see the setup, even if you
don't have frost.

here you go, I removed frost from the file, It's really basic. But you can use as many geosphere's and find targets as you want, and also play with the speeds and stuff and I'm sure make it look and move much better.

Max 2010 and 2011 scene files

http://www.mediafire.com/?bbbw9awc8gqamwb

Furball89
05-08-2011, 07:21 PM
Thanks! a lot for sharing the file. :beer:

Nickolay411
05-09-2011, 02:01 AM
hey tool2heal,

haha the peel is looking great. Thanks for using my peel as a reference! check out the newer version over at orbaz forums. I also posted the scene file for anyone to grab. If i remember the setup was probably a bit convoluted on my end. Good luck with it though! :P

-n

http://www.orbaz.com/forum/viewtopic.php?t=2966

tool2heal
05-09-2011, 02:15 AM
Very cool. I saw that you were gonna try using texture break instead, that's what was used in the 2 tests i did, really simple. solvent by gradient, sent to next event with a wind. I still have to work on the actual tearing though, ur test's look great,

thank's for the scene, I shall dissect and learn :)

PsychoSilence
05-09-2011, 03:41 PM
like the column breaking. the first wobbly cubes jiggle too much, you should lower the solver factor to 0.5 or something.

sasmitr
05-20-2011, 06:35 AM
Hi everyone,

I have a point cached character which i am trying to collapse in over a period of time using particle flow. I have tried fracturing the character and skin wrapping it to the master character but am not able to drive this in box#2. Tried using lock&bond but the fractured pieces are not following the point cached character correctly. They just refuse to stay properly oriented.

I am looking for a similar effect which anselm has done with the horse..
http://www.vimeo.com/16941514

Regards.

PsychoSilence
05-22-2011, 05:10 PM
The trick is to not let any physx kick in until you trigger it by grayscale map or a deflector or time!
use either a physx switch and set it to turn off simulation OR dont use any physx operators until you trigger the effect with a deflector e.g. and then use the physx shape/world/etc. in the new event.

sasmitr
05-23-2011, 03:21 AM
Hey Thanks Anselm,

The main problem is not of triggering the event or physx. I can successfully do it with a grayscale map as u have explained Anselm. Using lock&bond operator is not letting the particles properly take the form of the character. The effect is not like the same as we get using skin wrap. It is not confined as it rotates few particles. can we use skin wrapped geometry in particles. If we see anselm's gazprom video we get to see k how the fractured pieces of geometry of the horse perfectly matches the animated horse.

Regards.

PsychoSilence
05-23-2011, 07:40 PM
i pre-fractured the horse in neutral pose with RayFire and added detail where i needed it, then i used lock/bond to "glue" them to the whole horse (still in neutral pose), lastly i loaded a point cache on the whole horse with the cached animation. the particles followed nicely...What i could imagine is that you are not using Lock/Bond properly, it has multiple ways and settings to lock particles.

maybe post a scene file!

Anselm

PsychoSilence
06-03-2011, 08:31 PM
Updated the TV / Commercial / R&D reel...

http://vimeo.com/24622443

This reel shows work on TV shows like HOUSE MD, commercial work, game cinematics, music videos for the Black Eyed Peas and Willow Smith as well as newer portions of RnD. Now in eye popping 720p :)

Shot breakdown:
www.incendii.com/​gallery/​Incendii_tv-commercial-rnd_breakdown2011-1.jpg (http://forums.cgsociety.org/www.incendii.com/%C3%A2%C2%80%C2%8Bgallery/%C3%A2%C2%80%C2%8BIncendii_tv-commercial-rnd_breakdown2011-1.jpg)

Thanks for watching and thanks to every artist who participated in making this possible!

Anselm

Glacierise
06-03-2011, 09:26 PM
Awesome :)

JohnnyRandom
06-04-2011, 12:37 AM
Reelly nice :D

PsychoSilence
06-15-2011, 07:07 PM
Vimeo now has it's official Orbaz Group after talking with Oleg. Please join and participate, share your work :)

http://vimeo.com/groups/95796

PsychoSilence
06-22-2011, 06:57 PM
i uploaded some useful scripts for working with pflow to the vimeo group. Come check em out and grab em here: http://vimeo.com/groups/pflow/files/sort:downloads

Thanks,
Anselm

JohnnyRandom
06-23-2011, 05:05 AM
i uploaded some useful scripts for working with pflow to the vimeo group. Come check em out and grab em here: http://vimeo.com/groups/pflow/files/sort:downloads

Thanks,
Anselm

Hey that's a cool Vimeo feature!

PsychoSilence
07-03-2011, 02:58 AM
I just uploaded a new film reel if you are interested.
Lend me roughly 6 minutes and i show you what i've got :)

http://forums.cgsociety.org/showthread.php?f=154&t=991328

Please comment and critique as you like!

Anselm

Glacierise
07-15-2011, 08:44 AM
Colossally cool man! The Priest work turned out really great, hadn't seen this one!

Darknon
07-18-2011, 08:47 AM
I'm only writing this post to re subscribe, as it got lost when changing email adress or something. ROCK ON!

PsychoSilence
07-18-2011, 03:34 PM
I'm only writing this post to re subscribe, as it got lost when changing email adress or something. ROCK ON!

Great to have you back :)

Darknon
07-19-2011, 12:20 PM
Thanks. I will post something cool very soon, so stay tuned :-)

Darknon
07-23-2011, 08:20 AM
Hi guys

I just finished this little fx shot. Pflow used for debris and fumefx emitter. More info in the youtube description. Tell me what you think :-)

Enjoy!

http://www.youtube.com/watch?v=M6IOYrBAOpA&feature=youtube_gdata_player

---

savat
07-23-2011, 08:53 AM
Hi guys

I just finished this little fx shot. Pflow used for debris and fumefx emitter. More info in the youtube description. Tell me what you think :-)

Enjoy!

http://www.youtube.com/watch?v=M6IOYrBAOpA&feature=youtube_gdata_player

---

your garden is strange like the marek denko garden...have a more green thumb guys :)

gjeoffreys
08-13-2011, 09:59 PM
I'm looking to do an animation with pflow and box 2. I have boxes that create different shapes. So they start life just lying around, then tumble together to form a pre defined shape collapse and form another shape, but not using find target and lock bond, as the shapes are already defined in a regular grid pattern, I use birth group to create them. The effect i'm looking for is very similar to the wall in JohnnyRandoms http://www.orbaz.com/visualguide/particleflowtools/box2/PhysXSwitch.html
but with one exception. All makes sense, but I need the blocks to maintain their physics collisions while rebuilding the new shape. Whenever I try to do this they knock the other blocks out of place. Is there a way to lock/bond the particle positions on the final build so they try to maintain their positions? Also how do I create a birth group and script for each "object" in my sequence, how do i tell the build which script it which, I'm not very familiar to scripting, how do I create different sets of the stored pCont data? ie The blocks first create the shape of a motor bike then the break up and form a car.

Thanks very much

PsychoSilence
08-25-2011, 04:15 PM
If anyone is interested he has been helped by John over here:
http://forums.cgsociety.org/showthread.php?t=1000420

in other news: join the orbaz/pflow group on vimeo as your local hang out on the vimeo platform http://vimeo.com/groups/pflow i'll post more stuff soon as they clear nda realm.

thanks,
Anselm

PsychoSilence
09-02-2011, 06:24 PM
Lil something i have been working on the last 2 months:

http://vimeo.com/28474010
http://vimeo.com/28473314
http://vimeo.com/28474357

and 2 making ofs:
http://vimeo.com/28334091
http://vimeo.com/28391158

Lot's of Box#3, FumeFX and Krakatoa. And would not have been possible without Deadline to cache 20+ partitions at once instead of sequencial :)

Hope you dig it,
Anselm

JohnnyRandom
09-02-2011, 08:43 PM
Great work :)

Hey so when you partitioned with deadline did it let you set the affinity for each max process? I assume that it was using multiple max instances at the same time (since pflow is single threaded) on the same machine, is that correct?

EDIT: never mind found the answer. Which would be... yes it does ;)

rajted
09-14-2011, 09:27 PM
Originally Posted by PsychoSilence

Lil something i have been working.....

Great work done Anselm.....Congratulation Man...:beer:

JohnnyRandom
09-22-2011, 08:01 PM
Betterwind 2012!

http://www.rpmanager.com/plugins/BetterWind.htm

PsychoSilence
09-22-2011, 09:51 PM
New 1 hour free ride :) Just getting back into recording mode for new DVD...

Particle Flow Toolbox#2: Feather Rig Tutorial (a taste of things to come)

http://vimeo.com/29430419

loran
09-26-2011, 08:55 AM
Can we rename that thread "Anselm demo reels updates" ;D
few people here those last months

PsychoSilence
09-26-2011, 04:09 PM
hah! Just trying to revive the thread a bit :( There hasn't been a major update to pflow(boxes) in a while, died down the conversation a bit...i can dial it back of course ;)

Anselm

loran
09-26-2011, 04:49 PM
no offense man! Thank you to keep it alive. This threads was very active before the #box release. I think those plugins are so complex, less people seems concern about.

savat
09-26-2011, 05:24 PM
hah! Just trying to revive the thread a bit :( There hasn't been a major update to pflow(boxes) in a while, died down the conversation a bit...i can dial it back of course ;)

Anselm

I really appreciate too what you do but the boxes products seems to be dying: not news,not great policy about informations, not hopes to a periodic better release...

PsychoSilence
09-26-2011, 06:45 PM
no offense man! Thank you to keep it alive. This threads was very active before the #box release. I think those plugins are so complex, less people seems concern about.

None taken at all! :)
I agree, there just hasn't been a major update lately to be crazy about. Some other users moved on to other packages as well.

Nickolay411
09-26-2011, 11:51 PM
i am patiently waiting for the box 2 and 3 updates also pflow 2.0

i know Oleg is working hard...

edit: I am sure Autodesk is talking with him about bringing us a faster pflow after all those wishlist wishes for ICE in max :P

loran
09-28-2011, 08:31 AM
I am not sure about Autodesk priorities... They spend their time bringing RSS popup messages in 3ds Max viewport (???). I just give up with them

savat
09-28-2011, 01:09 PM
i am patiently waiting for the box 2 and 3 updates also pflow 2.0

i know Oleg is working hard...

edit: I am sure Autodesk is talking with him about bringing us a faster pflow after all those wishlist wishes for ICE in max :P

how to extract blood from a stone:

click here. (http://www.orbaz.com/forum/viewtopic.php?t=3347)

it's impossible...

PsychoSilence
10-04-2011, 03:29 PM
Another 47min. freebie as teaser for the new tutorial project i'm on. Will not be out this year but early next year :)

Particle Flow Toolbox#2/3: Velocity Sculpting/RayFire Fragmenter/PhysXplosion Prevention (http://vimeo.com/29853822)

This is the second of a new series of video tutorial coming your way :) It's again a freebie! It's almost an hour long tutorial about using geometry to sculpt your explosion and velocities using the PFlow Toolbox#2 and #3 in canon. Along with that you learn how to use the new RayFire Fragmenter modifier and how to prevent "physx explosion" caused by overlapping collision shapes.

hope you like it,
Anselm

Glacierise
10-10-2011, 10:19 AM
Schweet! Great to see these things in the box3 way, very interesting.

loran
10-25-2011, 08:52 AM
hey guys, I know this is not really particle flow related but I ve just released KabooM MassFX (http://loran-cg.blogspot.com/2011/10/kaboom-massfx.html)and I know you love exploding things :). This is a script tool to animate dynamic explosion in max2012. Its free and very easy to use.
Enjoy!

adom86
11-16-2011, 08:32 PM
Hey guys.. just a question regarding real people disintegration effects.. I have done the effect using a model before so I'm ok with the effect it self. My question is that if it's a real person do people model the person ( and animate if moving) as best as possible or is there another workflow around :)

Just so u know I will have to stitch a new veraion of the background for a clean plate as the plate has the person being disintegrated in same shot.

thanks

tarik3d
11-22-2011, 10:52 AM
Hi all,

I am using sim cloth in 3ds max and Pflow, I was wondering if there is a way of making particles (rocks) interact with the cloth sim? I can get the particles to bounce of the Cloth but not the particles do not influence the cloth.

Help would be much appreciated.

Thanks
Tarik

holycause
11-22-2011, 11:45 AM
you could try with a mesher.
but i m not sure about the result

tarik3d
11-22-2011, 12:10 PM
Thanks :) I will check that out.

PsychoSilence
12-06-2011, 03:09 PM
Great collection of Max Scripts for vfx artists. Thanks to Deko.lt for gathering and sharing!

http://lab.deko.lt/81253424

PsychoSilence
12-13-2011, 11:16 PM
Minor OT but definitely a must read for all vfx folks out there:
Art of Destruction (or Art of Blowing Crap Up)

http://www.fxguide.com/featured/art-of-destruction-or-art-of-blowing-crap-up/

JohnnyRandom
12-14-2011, 02:48 AM
Wow, great read, lol all of it :)

joshpurple
12-14-2011, 03:56 AM
Excellent article, Thank you :) !

Curious to hear any thoughts in regard to this from the article;
(not meaning to argue, disagree, or show any lack of respect to Mike Seymour, or the article. Just honest feedback / opinion ).

Houdini, by Side Effects Software, is currently the ‘go to’ software for RBS. Its growth in this market segment is widespread and well earned. The software provides control, flexibility, and speed and as such is now being adopted as part of the workflows of top companies from procedural trash in Pixar’s Toy Story 3 to Dneg’s new Bang tool. In fact, Dneg now uses Houdini half the time for their effects pipeline. “We use 50:50 between Maya and Houdini for effects work,” says Nicola Hoyle. “We run Dynamite in Maya and our cloth sims. We tend to run any heavy rigid body stuff through Houdini, all the fluids, dust and fire are also all done in Maya as well.”

haavard
12-14-2011, 07:40 AM
Interesting read!
Sorry for going more OT, but the tetrahedralization was new to me. So I downloaded and compiled TetGen and wrote a little script that "tetrahedralizes" any closed mesh from max. This is how far I got tonight:
http://folk.ntnu.no/havardsc/misc/tetrahedralization.png

PsychoSilence
12-15-2011, 07:18 PM
That's pretty cool! Will you share it once you are finished?

Anselm

JohnnyRandom
12-15-2011, 08:27 PM
Maybe BrandonD will chime in for you :)



That tetraChopper looks cool :)

haavard
12-15-2011, 11:33 PM
http://folk.ntnu.no/havardsc/scripts/TetGen.rar
Just run the .ms from max. tetgen.exe and the maxscript file need to reside in the same folder.
I have not properly bug tested it yet :)

PsychoSilence
12-19-2011, 03:46 PM
http://www.incendii.com/images/Incendii-VFX_Happy_Holidays_2011.jpg

Happy Holidays, ya'll! Keep it alive and caching in 2012 :)

Glacierise
12-19-2011, 03:51 PM
cool pic :) Happy Holidays Anselm and everybody, have a spectacular 2012! In a good way :D

JohnnyRandom
01-06-2012, 11:41 PM
Bahaa Happy belated Holidays! great image Ansi :)

Da_Ul
01-11-2012, 02:32 PM
Hi!

Short question: is it somehow possible, to get above the upper limit of 1.000.000.000 particles/Source?

Greetings,
Uli

holycause
01-11-2012, 03:11 PM
I never tried it, but you could duplicate your PFS and change all the seed values.

Da_Ul
01-11-2012, 03:19 PM
yes, tried this, and it's working, but I want to get over the limit for one source, just curious. :)

Uli

PsychoSilence
01-26-2012, 06:08 PM
Some of the latest...Qualcomm CES Keynote MAKING OF with lots of box3 and krakatoa :)
http://vimeo.com/35609739

Enjoy!

JohnnyRandom
01-26-2012, 11:53 PM
Nice, looks good :)

Glacierise
01-27-2012, 12:42 AM
The city looks awesome

PsychoSilence
03-07-2012, 12:12 AM
Dodge it, dodge it,...oh well!
http://vimeo.com/37874008

Hurricane Cabin (Render)
http://vimeo.com/37666340

Hurricane Cabin
http://vimeo.com/37552477

Kaboom Cabin
http://vimeo.com/37602289

Tornado Cabin
http://vimeo.com/37564198

Loosing Weight in 2 seconds...
http://vimeo.com/37287597

JohnnyRandom
03-08-2012, 05:58 PM
Skeletons are cool :)

Glacierise
03-11-2012, 10:24 PM
Funk from beyond the grave \m/

gjeoffreys
04-02-2012, 12:15 PM
Anyone know what happened to Zhang Yang. I really wanted to have a look at his pflow fluid script, but his website is no more.

holycause
04-02-2012, 05:03 PM
nice shots :beer:

avolution
04-02-2012, 08:42 PM
http://web.archive.org/web/20090625012742/http://www.zhangy.com/main/index.php


Anyone know what happened to Zhang Yang. I really wanted to have a look at his pflow fluid script, but his website is no more.

gjeoffreys
04-03-2012, 08:57 AM
Yeah tried web archive already, it hasn't stored all the files.

Thanks

PsychoSilence
05-01-2012, 02:30 PM
long time no post...

http://vimeo.com/41309293
http://vimeo.com/41307874

@gjeoffreys: rumor has it the Oleg is working on something like that. Also that the toolboxes might be subscription at some point in time...oh rumor mills. they never stop grinding...

3ak
05-01-2012, 08:50 PM
long time no post...

http://vimeo.com/41309293
http://vimeo.com/41307874


Nicely done!

irwit
05-06-2012, 07:19 PM
Hey all

Long time lurker and unfortunately had a 2 year stint of Maya for work which took me out the PF world for a while.

Anyway I'm back and trying to get back up to scratch ( for me at least ).

When I left PF I was looking into some procedural water effects. Basically rain on a car type stuff. It wasnt much more than the alan mckay tutorial but I was getting some good results but was stuck on finding an alternative to blob mesh as it was waay too slow for a full car. I tried glu3d which was great but at the time it didn't read particle scale so was kind of a write off from the start.

Anyway I have been looking at frost which from the looks of it should be awesome for this but I just wanted to see what everyone else thought on a good route too create this kind of effect.

JohnnyRandom
05-07-2012, 02:53 AM
Hey Will good to see you back :)

Having used all three and realFlows renderkit and standard mesher, hands down Frost is the most versatile, stable, fastest (hell so quick in comparison it is actually fun to use)IMO best quality mesh and lol most memory consuming of the bunch but hey memory is cheap these days. It, although not at all necessary, XMesh is a solid meta mesh (and more) combo.

Oh and even Krakatoa in evaluation mode (ie the PRT workflows) is a super frost companion at no extra expense.

Grab a demo, they will grant you a 15 or 30 (cant remember which exactly) day demo license to give it a full whirl.

irwit
05-08-2012, 09:37 PM
Hey Johnny

Cheers for the info, checked out your "red splash" image using frost, looks great! Been looking at some demos and videos and think I am sold! Will post any results when I get it going.

JohnnyRandom
05-09-2012, 04:02 AM
Thanks :)

There is some good eye candy here too:
http://vimeo.com/groups/frostlove

BTW its not just for meshing particles either it works with shape instances too ;)

ahmedsheeraz
05-26-2012, 08:54 AM
long time no post...

http://vimeo.com/41309293
http://vimeo.com/41307874

@gjeoffreys: rumor has it the Oleg is working on something like that. Also that the toolboxes might be subscription at some point in time...oh rumor mills. they never stop grinding...

gone :( any new links???

PsychoSilence
05-31-2012, 03:45 PM
https://vimeo.com/41700828
https://vimeo.com/41700827

:)

Glacierise
05-31-2012, 04:38 PM
Looking really good!

rajted
05-31-2012, 05:13 PM
wow amazing work done! :applause:

JohnnyRandom
05-31-2012, 06:37 PM
Nice work Anselm but don't you think it a bit funny a German working on Coors Light? :D

holycause
05-31-2012, 08:36 PM
nice work :)

PsychoSilence
06-04-2012, 04:28 PM
Check out the launch trailer http://www.orbaz.com/forum/images/smiles/icon_smile.gif
https://vimeo.com/43255305

www.incendii.com/training (http://www.incendii.com/training)

This is the vfx training website of Incendii LLC (www.incendii.com (http://www.incendii.com)) and Anselm von Seherr – Thoss. Here you can find a variety of vfx tutorials and the collection is constantly growing and will expand into various fields of expertise.

Available tutorials so far:
Constructor
Box#2/3 – Velocity Sculpting
Krakatoa/Deadline/Box#2 – Sand Men
Box#3/Krakatoa – Sand Erosion
Box#2/3 – Peel
Box#2 – Feather Rig
Box#2/RayFire – The Drill
Box#2/3 – Car Crash
Box#2/3 – Find Target
Box#2 – Breaking Structure


Cheers!
Anselm

rajted
06-04-2012, 05:26 PM
Congratulations Ansi :thumbsup:

irwit
06-05-2012, 07:17 PM
Check out the launch trailer http://www.orbaz.com/forum/images/smiles/icon_smile.gif
https://vimeo.com/43255305

www.incendii.com/training (http://www.incendii.com/training)

This is the vfx training website of Incendii LLC (www.incendii.com (http://www.incendii.com)) and Anselm von Seherr – Thoss. Here you can find a variety of vfx tutorials and the collection is constantly growing and will expand into various fields of expertise.

Available tutorials so far:
Constructor
Box#2/3 – Velocity Sculpting
Krakatoa/Deadline/Box#2 – Sand Men
Box#3/Krakatoa – Sand Erosion
Box#2/3 – Peel
Box#2 – Feather Rig
Box#2/RayFire – The Drill
Box#2/3 – Car Crash
Box#2/3 – Find Target
Box#2 – Breaking Structure


Cheers!
Anselm

What a great resource and completely reasonable prices per tutorial. Love the car builds, I always thought I would have to get thinking particles out for stuff like that.

Thanks!

joeblack7
06-06-2012, 08:36 PM
I am trying for days to do this simple task. I am a beginner but this is so simple that it's driving me crazy.

So please, how should I do this?

I need one particle (displayed as box) with no speed and anything, just standing there and rotating for 360 then stop. Is this possible?

I have tried with "rotation" +auto key but it's not rotating, and with "spin" it's rotating but I cannon stop it at 360 degrees I could only guess.

Thanks very much!

savat
06-07-2012, 01:24 PM
I am trying for days to do this simple task. I am a beginner but this is so simple that it's driving me crazy.

So please, how should I do this?

I need one particle (displayed as box) with no speed and anything, just standing there and rotating for 360 then stop. Is this possible?

I have tried with "rotation" +auto key but it's not rotating, and with "spin" it's rotating but I cannon stop it at 360 degrees I could only guess.

Thanks very much!

use spin...
spin rate is a "per second" value , e.g. spin rate = 360 intended a full rotation in one second (30 fps by default).
if you apply an age test (30 frames) that sends to another event with a spin operator with zero rate, then your particle stops.

joeblack7
06-08-2012, 03:24 PM
savat (http://forums.cgsociety.org/member.php?u=179497) thank you so much, that's what I wanted and you even made a max file, I really appreciate that.

Thanks a LOT :)

joeblack7
06-10-2012, 01:45 PM
use spin...
spin rate is a "per second" value , e.g. spin rate = 360 intended a full rotation in one second (30 fps by default).
if you apply an age test (30 frames) that sends to another event with a spin operator with zero rate, then your particle stops.

just one more thing :)

Is there a way to make it easy in and out?

Thanks again!

PsychoSilence
08-13-2012, 06:26 PM
As some of you might have noticed already the PFlow Toolbox2 will now be added to Max for Subscription members: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=15451618

So Box2 is free now for annual members :) Thats the good news, the BAAAD news is that Box3 will be only available to Suite owners (i don't know ANYBODY that is!) in the future.

If you just got Box2 through the subscription update check out my training material for Box2 here http://www.turbosquid.com/FullPreview/Index.cfm/ID/508223 and here http://incendii.com/training lots of free stuff here http://incendii.com/training/?page_id=268

Thanks,
Anselm

avolution
08-13-2012, 06:47 PM
Does that mean that Box #2 will be part of the regular 3ds Max 14 Release?

As some of you might have noticed already the PFlow Toolbox2 will now be added to Max for Subscription members: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=15451618

So Box2 is free now for annual members :) Thats the good news, the BAAAD news is that Box3 will be only available to Suite owners (i don't know ANYBODY that is!) in the future.

If you just got Box2 through the subscription update check out my training material for Box2 here http://www.turbosquid.com/FullPreview/Index.cfm/ID/508223 and here http://incendii.com/training lots of free stuff here http://incendii.com/training/?page_id=268

Thanks,
Anselm

PsychoSilence
08-13-2012, 07:01 PM
It is highly likely! In the past the extensions for subscription members rolled into the next release (CAT, etc.)

zoubein
08-14-2012, 09:48 AM
I was really excited about this, but it seems currently you can only get it if you are a subscription member + have one of those suites. I dont think buying a suite is going to happen at my place.

PsychoSilence
08-14-2012, 03:38 PM
I was really excited about this, but it seems currently you can only get it if you are a subscription member + have one of those suites. I dont think buying a suite is going to happen at my place.

Same here, nobody is gonna buy a suite for just box3!

BUT what a subscription extension usually means is that it will roll into the regular max in the next release! Happened in the past with CAT, etc. So be faithful. In max2014 you will have box2 on board from the get go i think :) Also Oleg is providing installers for legacy customers for now for 2013. It's not dead just yet! Maybe JohnnyRandom can fill in some gaps here but i think that's the basic plot of it.

-Anselm

Steve Green
08-14-2012, 04:23 PM
That really is glass half full.

The bare facts are

Box #2 is over 3 years old, and will be getting on for 4 by the time 2014 hits. That's a long time in tech, and look how far TP has come in the same period.

Considering that Box 3 was released in 2005/06, that will be getting on for 7/8 years by 2014 I can't imagine much new being turned around in time for 2014.

That's leaving aside Autodesk moving the goalposts of what subscribers might get, and consequently might be in a base Max in 2014.

I've skipped releases before, and it's time to do it again, or just call it a day and look elsewhere.

Nickolay411
08-14-2012, 07:28 PM
@Steve Green

The latest build of Box 3 1.53 and Box#2 Pro 1.07 came out May 22, 2011 . If you are talking about initial releases than TP is 11 yrs old!!! 4X the age of box2 and almost twice the age of box3.

Anyway Oleg sold these products so he could further develop them. As you know plugin developers do not make much money. Not only will Oleg and AD benefit but so will we.

http://www.orbaz.com/forum/viewtopic.php?t=3675

Thanks,
Nick

Steve Green
08-14-2012, 07:42 PM
And how much has it really developed since it's release compared to TP - that's what I was getting at?

Even Oleg seems fairly down on it.

http://www.orbaz.com/forum/viewtopic.php?t=3594&postdays=0&postorder=asc&start=0

At the moment it's only going to benefit those on a Creative Suite package.

JohnnyRandom
08-14-2012, 10:00 PM
That is the gist of it. No new news, yet.

It is much better than the original deal. Although I will stand by what I have said elsewhere, this really felt much like a psych evaluation, testing how far they can push users before they blow. We still have no idea what is happening with the other half of the tool-set. In my opinion the most important half, specifically for the markets that AD seems to want to target, judging by the AE bridging enhancements that would be mograph.

This totally came off like the perfect storm:

announce agreement with Orbaz, users - yay finally!
announce increase in subscription rates, users - hmmm...
announce extension, two cache ops! users - really WTF?!
announce "new" extensions, users - yay! but what about....
announce Box#3 suites only, users - huh?!
announce we're (AD) not sure whats happening yet, users - huh?! Hope ?!
users confabulated, mystified, miffed, confused, bluttered in a state of ism.
Call it like you see it.

OlegB
08-15-2012, 12:54 AM
Even Oleg seems fairly down on it.
Please don't pull it out of the context. The question was (at the Orbaz forum) whether there will be a new demo reel for Box#2/Box#3. The answer was "unlikely". And the question was before the SIGGRAPH '12 and the collaboration announcement, so I was not at liberty to give any details.

Now, after all the announcements, I can decrypt the "unlikely". It means that Orbaz is unlikely to create new demo reels for Box#2/Box#3 because now the demo reels are job for Autodesk, and not Orbaz. Orbaz will do what it does the best - develop new features for Box#2 / Box#3.

Thanks,
Oleg B.

galagast
08-15-2012, 06:46 AM
Orbaz will do what it does the best - develop new features for Box#2 / Box#3.
somehow.. this statement just gave me a jolt of life energy.. it was as if I just heard a voice echoing from above.. where the dark cloudy particle skies just opened up.. and I see a bright ray of light.
:bounce:

charleyc
08-15-2012, 07:49 AM
First off, I can't wait to see what you are coming up with Oleg :D

And a quick comment on the TP remarks... And please dont take this as a "This tool is better than that" post. My goal is to hopefully provide an honest, professional opinion to counter what I feel is a mass of mis-information regarding these tools. I have definitely leaned towards PFlow in my career, but only because of the Orbaz plugins...mostly Box3...I find it indispensable. But I am not opposed to using any tool to get the job done quickly and efficiently. That being said, I was quite excited at the announcement for TP5. In fact it had two new features that fit exactly into some needs we had on two separate projects at work and we upgraded to it as soon as it was available. After a week of trying to make the new features work (realize that our facility has long used TP)...we had to give up on it for our projects. The features worked as shown in the feature demonstration videos, but completely lacked the flexibility to achieve the results we needed in production. TP is a very good tool that does some things really, really well, it is NOT however, the glorious, god given, be all end all particle tool that cebas would have us believe. It is widely used and a good product, but it pales considerable compared to the particle tools found in ICE and Houdini. Both of which are current staples in most higher end vfx work. The Box2/Box3 combo is a lot closer to these and I am quite anxious to see where it goes from here. I hate the thought of having to buy an ECS package to get it, but if it is worth it, it will be done.

SoLiTuDe
08-15-2012, 08:04 AM
In fact it had two new features that fit exactly into some needs we had on two separate projects at work and we upgraded to it as soon as it was available. After a week of trying to make the new features work (realize that our facility has long used TP)...we had to give up on it for our projects. The features worked as shown in the feature demonstration videos, but completely lacked the flexibility to achieve the results we needed in production. TP is a very good tool that does some things really, really well, it is NOT however, the glorious, god given, be all end all particle tool that cebas would have us believe.

Mind if I ask which features? I haven't used tp5 yet (I've since moved on to Houdini and love it for most things), but I'm really curious since I have a history of pflow/box3 and TP. ...and you're right, there is no glorious be all end all tool. They all have their pros and cons and I'm pretty sure at least 80% of the time it comes down to what the person is comfortable with or learned on in terms of preference. Never limiting yourself to one choice is always a good idea.

charleyc
08-15-2012, 06:04 PM
The two features we were after were the rope physics and the car rig. The artists that was after the car rig had worked at Uncharted for 2012 and I guess they had set up a rig system in an older version, but it had some issues that v5 looked to solve (mainly some collision jitter issues). At first v5 made the whole thing a piece of cake, it seemed to work perfectly, then we realized that it could not be built upon as we needed. Adding the additional functionality required adding a second layer of physics and that reintroduced a whole new set of problems. We ended up just using a scripted car rig. As for the rope, I could not get it to properly create a system where I could animate one object (or particle), hang a rope off it and have the other end attached to a particle that acted as cargo on the end of the rope. Once I got the rope created, it would instantly crash if I set it up to animate one end (whether it be as a particle or scene node reference). For that I ended up using Box2. A 30 min setup gave me exactly what I was after. Even let me dynamically pick up the cargo. I was worried that the box2 approach would jitter, but it worked great.

Several of our fx artists only know TP and they use still use it regularly. But there are many instances where it is not the right tool for the job.

I am also migrating myself to Houdini...mainly because so far, it seems to give the power you need to work around nearly any issue as long as you know the way. I am hoping it is a much less limiting tool than what I have been using in the past. However, I really hope that Oleg takes max particles to a whole new level. Where I work now is completely a max facility and trying to integrate additional software brings its own challenges.

SoLiTuDe
08-15-2012, 06:33 PM
The two features we were after were the rope physics and the car rig. The artists that was after the car rig had worked at Uncharted for 2012 and I guess they had set up a rig system in an older version, but it had some issues that v5 looked to solve (mainly some collision jitter issues). At first v5 made the whole thing a piece of cake, it seemed to work perfectly, then we realized that it could not be built upon as we needed. Adding the additional functionality required adding a second layer of physics and that reintroduced a whole new set of problems. We ended up just using a scripted car rig. As for the rope, I could not get it to properly create a system where I could animate one object (or particle), hang a rope off it and have the other end attached to a particle that acted as cargo on the end of the rope. Once I got the rope created, it would instantly crash if I set it up to animate one end (whether it be as a particle or scene node reference). For that I ended up using Box2. A 30 min setup gave me exactly what I was after. Even let me dynamically pick up the cargo. I was worried that the box2 approach would jitter, but it worked great.

Several of our fx artists only know TP and they use still use it regularly. But there are many instances where it is not the right tool for the job.

I am also migrating myself to Houdini...mainly because so far, it seems to give the power you need to work around nearly any issue as long as you know the way. I am hoping it is a much less limiting tool than what I have been using in the past. However, I really hope that Oleg takes max particles to a whole new level. Where I work now is completely a max facility and trying to integrate additional software brings its own challenges.

Thx for the info. I thought those were the ones too. :) I was also there at Uncharted with the old car rig. The new one doesn't look very different, but I know it uses bullet instead of sc. It def is limited, but still has it's use. The whole car destruction pipeline there was very complex, we only used the sc rig for a small portion of it anyway -- mostly just to give us an initial animation to work that reacted to the buildings and roads being destroyed. All the other fancy stuff was done separately (as you probably already know) with their own rigs, just basing animation off the sc car (that was exported to geo). As for the ropes, yeah I figured the initial release would have bugs. They used Tp4 for the ropes on Final Destination 5's bridge sequence. The setup is probably similar fashion to how you (i'm guessing) did it in box2, with lots of joints/constraints that create a chain of particles, also worked a charm and is a quick setup. I was able to make rope in tp4 that held up a chunk of bridge and could hand animate and release/explode the connections to the bridge at any time while doing some voronoi frags as well. It was a sweet setup. :) I left before I could do any work on the actual show though, so I'm sure the setups got way more involved.

Houdini is great, but IMHO tp is easier to use and is faster for heavy RBD work. Of course Houdini is way more open, and less limiting, but it often requires more set up time and figuring stuff out and such. The best thing is how well integrated all the Houdini stuff is with well... itself. lol There's no worrying about whether X plugin will work with Y plugin, etc.

charleyc
08-15-2012, 06:57 PM
Yeah...rdb. seem to be one of tps stronger points. The broad cross tool interaction is the biggest appeal for houdini to me. I hate getting what seems to be a solid solution and have it totally fall apart in one of the shots and have no easy way to fix it without recreating it all over again. The solution is usually easy to seebut the tool just wont hand it over. :P

Anyway...what fun would our job be without the challenges.

JohnnyRandom
08-15-2012, 07:49 PM
Anyway...what fun would our job be without the challenges.

LOL it wouldn't be :)

Glacierise
08-16-2012, 06:48 AM
I did cars with manual jointing and particle based deform, and ropes with jointed particles/skinwrap with TP4 in a recent show, it all worked quite well :)

J-Bond
08-16-2012, 09:40 AM
@charleyc
I can also try to find simple problem in pflow that i don't like and made a decision that pflow is not right tool.
Lat say this: - To write a long expression I need to waste couple hours to build a tree in Box3 and minute to write it in Expression node in TP.
https://dl.dropbox.com/u/51166154/boxTP.jpg

You just to much love box2,3. They not near to Ice and Houdini.It's too much subjective thinking.

JohnnyRandom
08-16-2012, 04:27 PM
@charleyc
I can also try to find simple problem in pflow that i don't like and made a decision that pflow is not right tool.
Lat say this: - To write a long expression I need to waste couple hours to build a tree in Box3 and minute to write it in Expression node in TP.



I see your point BUT have you actually timed the evaluation? I may be wrong but I suspect that running that expression versus a data op, the expression is going to be slower. If you had time, I would be curious to see the results.

charleyc
08-16-2012, 07:34 PM
You just to much love box2,3. They not near to Ice and Houdini.It's too much subjective thinking.

LOL
That is why I am working on learning an entirely new application...I just love the max tools soo much.....

I could write an essay on the problems with PFlow. I know them very well. But, for me, I prefer Box3 over TP in general because the straight forward math of Box3 comes very easy to me. It makes it a good fit for me. Our facility uses both and I have seen the times where TP falls short and where PFlow falls short.

But all in all, I am not happy with where these tools are at in max and I am anxious to see where Oleg and Autodesk take them from here. I am learning Houdini because I need more.

btw...writing expressions or using scripts in max particles is most often NOT a faster solution.

J-Bond
08-16-2012, 09:34 PM
@JohnnyRandom
I make a scene with 4 helpers,10k particle per sec., 200 frames, 1 step/frame, near 83k particles at the end - so results on picture. I just run slider from 1 to 200 and take a timestamp.
Also i find that TP emit this count in 0,0,0(without any action) 13 sec compare 3 sec to emit in pflow.
So hard to say where is time loss to do a clean result. But anyway tp is slow in this case.
https://dl.dropbox.com/u/51166154/tpvspf.jpg

@charleyc
But all in all, I am not happy with where these tools are at in max and I am anxious to see where Oleg and Autodesk take them from here. I am learning Houdini because I need more.

Ye i'm also more and more sitting in houdini. For max not sure what they can add in future, not like this friendship with physx.

charleyc
08-16-2012, 10:47 PM
PhysX might not be bad. As long as it is a unified system that works with itself and is stable...I don't care what they use.

JohnnyRandom
08-17-2012, 08:49 PM
@JohnnyRandom
I make a scene with 4 helpers,10k particle per sec., 200 frames, 1 step/frame, near 83k particles at the end - so results on picture. I just run slider from 1 to 200 and take a timestamp.
Also i find that TP emit this count in 0,0,0(without any action) 13 sec compare 3 sec to emit in pflow.
So hard to say where is time loss to do a clean result. But anyway tp is slow in this case.


Thanks for testing :)

I wasn't sure, I suspected that Box#3 would be faster, of course maybe there is a slowdown in the way you formed your expression too, dunno. Have you tried the new math node in TP5 out of curiosity?

J-Bond
08-18-2012, 02:16 PM
Thanks for testing :)

I wasn't sure, I suspected that Box#3 would be faster, of course maybe there is a slowdown in the way you formed your expression too, dunno. Have you tried the new math node in TP5 out of curiosity?


AFAIK expressions is much faster then maxscript in calculations. It's fun to check in 2013 where particle redraw is faster.
It would be cool to check tp5 but cebas not hurry up to provide demo.

charleyc
08-19-2012, 07:22 AM
It depends on a lot of things, not the least of which is the developers implementation. I have seen Bobo create scripted operators in PFlow that evaluate and scale nearly as fast as Box3, but there are a lot of box3 functions that completely kill the system if done though script. In general, coded, pre-compiled tools are faster than scripts or expressions.

J-Bond
08-19-2012, 10:44 PM
It depends on a lot of things, not the least of which is the developers implementation. I have seen Bobo create scripted operators in PFlow that evaluate and scale nearly as fast as Box3, but there are a lot of box3 functions that completely kill the system if done though script. In general, coded, pre-compiled tools are faster than scripts or expressions.
Sure but expressions are much faster then any scripted operator. Here i did the same test with scripted node. Look at the time it take and compare that i posted above.

https://dl.dropbox.com/u/51166154/scriptTPBesier.jpg

PsychoSilence
08-24-2012, 07:23 PM
"The recompiles of Box#2 and Box#3 are available for Max 2013 now.
Please keep in mind that in order to be able to use the recompiles, you need to install 3ds Max 2013 Product Update #3 (or higher) and the latest Subscription Extension.
Please send a request to Orbaz Support with your serial number(s) to get the links.
Thanks,
Oleg B."

coldside-digital
08-24-2012, 07:41 PM
Wait, so even if you have purchased Box2 and 3, you need to be on 3ds Max subscription to be able to use them in 2013? This won't go down well...

PiXeL_MoNKeY
08-24-2012, 07:47 PM
Wait, so even if you have purchased Box2 and 3, you need to be on 3ds Max subscription to be able to use them in 2013? This won't go down well...No, if you own them Oleg is allowed to release recompiles of the existing plugins. However, there will be no update/new features (that stuff will only be exposed to the Autodesk releases).

-Eric

EDIT: After readin Oleg's Orbaz forum post I am not sure. If it is a requirement I am guessing that the Subscription requirement is needed for MassFX compatibility or read-only option. Why don't you ask Oleg about the situation?

OlegB
08-24-2012, 08:09 PM
Wait, so even if you have purchased Box2 and 3, you need to be on 3ds Max subscription to be able to use them in 2013? This won't go down well...
Details: For Box#2, you just need 3ds Max 2013 Product Update #3 (or higher). For Box#3, you need the Product Update, and the Subscription Extension installed first before installing Box#3. This is due to a deeper level of integration of the Box#2/Box#3 release with 3ds Max 2013.

Now, the question - how many Box#3 users are not on the subscription?

Thanks,
Oleg B.

PsychoSilence
08-25-2012, 08:45 PM
I thought of canceling actually and i know Charley has canceled already...
I use but every 4th release only and with subscription going up 45% or so it is cheaper just buying the release i will use in production as stand alone.

JohnnyRandom
08-25-2012, 09:13 PM
I am still on sub. and for the first time in 8 years with some apprehension :curious:

Steve Green
08-25-2012, 09:37 PM
I'm not a Box #3 user but I've just let my subscription expire today, and since an upgrade costs £1830 (inc tax) which equals a staggering $2,892 whether it's a single release cycle or a multiple release cycle, it's going to be years until I upgrade again, if at all. Especially in light of the recent financial results from AD.

I'd had enough of being coerced into subscription, pestered into buying a 3-year subscription, poor support for new authorisation codes (4-5 days to get a code) before prices go up and then not getting anything that I didn't already have particle-wise for my trouble.

The whole Creation Suite thing was just the straw that broke the camel's back, even more so that recompiles for Box #2 didn't arrive until well into the 2013 cycle.

I'm just going to wait for the dust to settle and then see if XBR was worth it.

It just seemed an apt time to actually tell them enough was enough.

PsychoSilence
08-25-2012, 09:59 PM
I am still on sub. and for the first time in 8 years with some apprehension :curious:

That's exactly my thoughts, with subscription costs going up next term it's not worth it anymore if you only skip one release (and i skip at least 2 usually)...if it would be just for box3 it would mean it went from 500 bucks per single orbaz license to the price of almost a whole max license if you skipped one or two releases and using subscription just to keep the tool around not to mention you might need a suite subscription deal. not with me.

avolution
08-28-2012, 02:44 PM
I now see why people are upset
As an equation you need 3dsMax13 + Box03 + Subscription
else you do not get to use Box 3.

This makes having Box 3 reliant on having the subscription,
and I can see why people are upset.




That's exactly my thoughts, with subscription costs going up next term it's not worth it anymore if you only skip one release (and i skip at least 2 usually)...if it would be just for box3 it would mean it went from 500 bucks per single orbaz license to the price of almost a whole max license if you skipped one or two releases and using subscription just to keep the tool around not to mention you might need a suite subscription deal. not with me.

JohnnyRandom
08-28-2012, 06:01 PM
What most people are upset about is not only the separation that you mention but the teired approach to the baseline application.

This means if you don't buy into the "Suite" you don't get the full baseline product any more. So the Standalone version of Max is now different than the "Suite" version of Max.

Instead of using software that bridges the divides in a cross platform suite, ie things that transfer data seamlessly between applications, as the "suite subscription incentive" AD is using a single application specific product, ie Box#3, as the "suite subscription incentive" which by all methods of reason makes no f'king sense what-so-ever.

Glacierise
08-29-2012, 03:26 AM
That concept got rolled back, right?

JohnnyRandom
08-29-2012, 04:30 PM
That is the current plan, Box#3 is still Suite exclusive. :rolleyes:

Yah makes sens huh, lets split max into more flavours; Max, Max Design, Max Suite, Max Design Suite, Max Render, Max FX, Max Model, Max Animate, Max Script.... LOL I think we should have a different version of Max for everything!

irwit
08-29-2012, 04:46 PM
The bit I don't understand is box 3 is such a niche product, a lot of the particle guys here don't even use it, so why make such a niche product the reason to go full suite. if the feature was some kind of interoperability or something more "general" that improved the workflow between each program then that would sure be a worth while upgrade, get mudbox/XSI and actually use them together nicely? But no, line in the sand, want this totally niche particle fx program? OK, buy my modelling package and another program similar to max with an arguably superior version of box 3 (ICE) and you can have it "free" ? Nice work! :banghead:

JohnnyRandom
08-29-2012, 05:27 PM
Hristo, for the sake of clarity, the original deal was only people on "Suite Subscription" would get Box#2 AND 3, everyone else, including Standalone Subscription holder simply got the two Cache Operators and nothing else AND this is the clincher, originally current license holder got absolutely nothing but screwed.

The "new" deal gives Standalone Subscription holder Box#2 plus the Cache operators only and current license holders can get box#23 recompiles to 2013 and the next version of max.

Box#3 is still Suite Exclusive, creating yet another "Tier of Max"

It is still not really anywhere near ideal but is better than it was.


irwit, that is exactly why so many people are upset. It only makes sense to an accountant and not of the user.

Most of us were under the impression that is was going to be a multi-year subscription benefit, it was what made the most sense to us the user. AD is segregating max yet again, into another set of users, the Standalone Users and the Suite Users. Loyalty gets you nothing, I have been a sub holder since they started doing subscription, now that isn't good enough.

As we have all been stating elsewhere, if you want us to buy suites, create suites we will want to buy, but forcing us to buy shit we don't need in order to get baseline product features is lame.

Glacierise
08-29-2012, 05:37 PM
Well then it's just that box3 gets bundled with the suite edition right? Could be better, but it's no big deal really. If they could negotiate with the plugin devs and sell a max fx suite that gives you max, ffx, tp, box2/3, krakatoa, frost, vray and rayfire at a lower price - that would be useful :)

3ak
08-29-2012, 05:51 PM
Well then it's just that box3 gets bundled with the suite edition right? Could be better, but it's no big deal really. If they could negotiate with the plugin devs and sell a max fx suite that gives you max, ffx, tp, box2/3, krakatoa, frost, vray and rayfire at a lower price - that would be useful :)
it's better train someone to use houdini than spend 10k on bunch of plugins and die trying to force everything to work together as one suite=)

but i like all these plugins too)

JohnnyRandom
08-29-2012, 05:59 PM
Well then it's just that box3 gets bundled with the suite edition right? Could be better, but it's no big deal really.

It is not just about Box#3! It is bigger than that.

It is about restricting baseline application features for exclusive use within a suite. So whats next, they add TP and the only way you get to use it is if you buy a suite full of products that you will never use? AND maintain through a more expensive yearly subscription?

Suite exclusive features should be application interop, conversion tools, utilities, things that work with and within the suite. Not single features for Max or Maya.

That is what it is about.

J-Bond
08-29-2012, 06:22 PM
Well then it's just that box3 gets bundled with the suite edition right? Could be better, but it's no big deal really. If they could negotiate with the plugin devs and sell a max fx suite that gives you max, ffx, tp, box2/3, krakatoa, frost, vray and rayfire at a lower price - that would be useful :)


Don't forget about phoenix , finalrender, VB modifier, Genome, Xmesh.
Rayfire can be excluded as not necessary.

jigu
08-30-2012, 10:07 AM
I wonder how this move from autodesk affect on big studios that uses 3ds max. I mean it clearly shows how 3ds max will be in future and split up again in many choices. So those studios started to think of moving to houdini?

J-Bond
08-30-2012, 10:10 AM
I wonder how this move from autodesk affect on big studios that uses 3ds max. I mean it clearly shows how 3ds max will be in future and split up again in many choices. So those studios started to think of moving to houdini?


Houdini is not a program for quick jump.Many studios use cebas TP. So now tp will strong it positions in market that's all.

Glacierise
08-30-2012, 04:10 PM
I wonder how this move from autodesk affect on big studios that uses 3ds max. I mean it clearly shows how 3ds max will be in future and split up again in many choices. So those studios started to think of moving to houdini?

You are overplaying it :)

PsychoSilence
09-05-2012, 05:24 PM
In other news the Freebies have finally been recompiled for 2013:

http://www.orbaz.com/download/

have fun!

Ansi

Dini009
09-06-2012, 04:09 PM
http://i47.tinypic.com/be6jxe.jpg


I try to break this mug.. I animated the spinrate but the particles keep spinning no matter what.. how the hekk can I make the particles stop spinning?

JohnnyRandom
09-07-2012, 12:24 AM
Try adding a Go To Rotation test, when true, test out to a Stop event.

It will give you a little bit of ease in the stop.

PsychoSilence
09-17-2012, 05:54 PM
Did you guys check out project sparta yet?

http://spartaproject.com/

Sparta is the world's first sculpting app for the particle By the level of single particle in one frame
Sparta can perfectly control a grain of particle, because we adopted the pen interface for GUI. Even you can create the animation like a stop motion film. Simply put, Sparta aims to ZBrush for the particle animation :D Sparta release you from the programing
The node base system and expression are really flexible technology, but it not the technology for the artist. We perfectly replace this technology to the pen interface.

J-Bond
09-17-2012, 06:53 PM
Personally i'm not see to much usage of this.
It's good maybe to delete a realflow isolate particles and general cache cleaning.
Also i look all three videos and very proud max "quick viewport repsonse" :)

Glacierise
09-18-2012, 11:12 AM
Oh i think this might be really nice! I'll try it out when I come back from the vacationy goodness :)

rajted
09-18-2012, 05:20 PM
http://spartaproject.com/
Sounds really good!! Seems to like really promising :)

Moonwound
09-19-2012, 10:26 AM
hey guys , i work in short loopable videos in range of 6 sec till at max 15
tried alot with different particle systems to solve a common problem :

i want to loop something like clouds , rain , snow in 3d and NOT WITH BLENDING FRAMES WITH OPCITY , i hate this cheap technique

i think i can do it if i can force the particles to be emitted in the same postions but with time offset , what i mean i'll have in my video two similar frames ..
any help ?

irwit
09-20-2012, 01:29 PM
if you wanted this could you move your particles from one position to the same position offset say 100 units. Then track your camera along that same 100 units and do something to the particles inbetween?

Moonwound
09-20-2012, 03:49 PM
i got what u were talking about but this was too away from what i meant .. look if you want to loop a small cloud that can deform and reform with the same frames in the first and the beginning ..
what i mean that i want to time-offest the particle itsself not the whole container
and to move it and repeat all particles again

all what i need to force the particle system to emitt the same particles in the same postions but after a specific time ..
after that u got an excellent loop :(

JohnnyRandom
09-20-2012, 04:27 PM
I assume you are talking about "blending" in post, forget that and do it at the proper level...blend the actual particles ;)

Cache out your system with Krakatoa (the free evaluation version will suit your purposes just fine)load up two Krakatoa PRT Loaders and blend your particles with a time offset PRT loader.

Moonwound
09-20-2012, 05:04 PM
i think u mean something like this ?
http://vimeo.com/46910933

it's the best solution i found till now ..
but i want to improve more .. i want to make a really loopable particles simulation not faking it :D

i said to myself , in the end this particles system can be forced to emit the same at the time i want . i think in my opinion it depends on programming ,, but i dont know how to do it :(

Glacierise
09-21-2012, 09:33 AM
You can do it with krakatoa - cache the seed particles, then manipulate time with the prt loader, then put it back into pflow.

PsychoSilence
10-03-2012, 08:15 PM
anyone else having mapping display issues in max2013? when i have nitrous turned on gradient mapped or age mapped particles don't display the gradient correctly.

http://www.orbaz.com/forum/viewtopic.php?t=3727

http://postimage.org/image/51w2b4evb/full/

when i revert to direct3D it display as okay as ever in all former max versions. any experience how to make nitrous usable for particle work?

thanks in advance,
Anselm

JohnnyRandom
10-03-2012, 10:33 PM
i think u mean something like this ?
http://vimeo.com/46910933

it's the best solution i found till now ..
but i want to improve more .. i want to make a really loopable particles simulation not faking it :D

i said to myself , in the end this particles system can be forced to emit the same at the time i want . i think in my opinion it depends on programming ,, but i dont know how to do it :(

Well that is actually manipulating the voxels in Houdini, not a very straight forward, if at all process with FumeFX, maybe you could, somehow.

You cheat in max and make it look just as good. :shrug: You do as suggested using Fume, Krakatoa, and a particle system like TP or PFlow. Just think post processing your particles in max before you actually shade and render them.

@Ansi
at least Nitrous actually respects particle lighting now. In 2012 Nitrous all particles were flat shaded.

PsychoSilence
10-04-2012, 02:30 AM
@Ansi
at least Nitrous actually respects particle lighting now. In 2012 Nitrous all particles were flat shaded.

but a LOT seams to be broken...not production ready :(

JohnnyRandom
10-04-2012, 02:57 AM
but a LOT seams to be broken...not production ready :(

Report that shit, that is why you are on beta :curious::p

PsychoSilence
10-04-2012, 05:05 AM
the stuff didn't come out on beta :D when did we get box3 for 2013 :D

JohnnyRandom
10-05-2012, 02:20 AM
Yeah but if it is doing it when you are in nitrous it is a nitrous bug, regardless if it is plugin or extension that is causing it. So report it ;) If you don't I will :p

amckay
10-05-2012, 02:57 AM
Ansi - beer tonight?!?!

zoubein
10-05-2012, 09:27 AM
Yeah but if it is doing it when you are in nitrous it is a nitrous bug, regardless if it is plugin or extension that is causing it. So report it ;) If you don't I will :p

There is a also a bug with 2012 with nitrous and PFLOW where it wont show the material applied in the viewport when using shape instance. The display color overrides it what ever you do.

JohnnyRandom
10-05-2012, 07:21 PM
IMO forget about using pflow+nitrous in max2012 it has soo many issues it is pretty much a waste of time (as of 2012 PU10 your issue still broken). In most cases if you have to use pflow in 2012 use directX.

Not all, but much of that, has been fixed in 2013. I did just check your issue just to be sure and it does work as expected in 2013.

PsychoSilence
10-08-2012, 07:29 PM
still mighty borked in 2013...

@Allan: sh*t! didn't see your post!

DeKo-LT
10-27-2012, 12:08 PM
Why so quiet here? :)

Some pflow tips on my blog:
http://lab.deko.lt/particle-flow-tipstricks

d4rk3lf
11-01-2012, 08:49 AM
Great stuff DeKo-LT
I was especially impressed with the tip 3, on how to merge Pflow into another scene (that always gives me headache).

Thanks a lot!

PsychoSilence
11-03-2012, 03:47 PM
Why so quiet here? :)

Some pflow tips on my blog:
http://lab.deko.lt/particle-flow-tipstricks

Best collection of tips for PFlow YET! You are awesome :)

Tip3 is indeed a well kept secret!

DeKo-LT
11-03-2012, 06:44 PM
Much appreciated! :)
A couple of years ago I tried to make a script to easily merge different pflow setups, but as I remember there was a problem to enumerate dependencies. If anyone can pick this idea, I will gladly become attentive beta tester :twisted:

XRM
12-19-2012, 02:10 PM
Hi folks. Its long I've posted anything here. Well...merry christmas everyone. Enjoy this festival.


Well the other day I was actually trying something out in pflow script operator. I was actually looking at how to access the particle color in script operator. Didn't find it though. So any solution for this ?


Cheers!!! :buttrock:

PsychoSilence
12-19-2012, 04:23 PM
Happy holidays to you as well!

i just put out a new tutorial :)

http://incendii.com/training/?p=320

"Tron Legacy" style disintegration.

XRM
12-19-2012, 04:50 PM
Happy holidays to you as well!

i just put out a new tutorial :)

http://incendii.com/training/?p=320

"Tron Legacy" style disintegration.


Well thats really awesome. Just tweeted about it mate.

PsychoSilence
12-19-2012, 05:03 PM
Awesome, thanks! I guess twitter and FB is where it's at, where people ask questions and seek answers. Bu i like this little thread of ours :)

XRM
12-19-2012, 05:06 PM
I do too. Thats why asked the question here. Hope someone have the answer...

JohnnyRandom
12-20-2012, 03:34 AM
Well the other day I was actually trying something out in pflow script operator. I was actually looking at how to access the particle color in script operator. Didn't find it though. So any solution for this ?


Hmm, not aware of anyway to grab color via pflow script op. Maybe there is by grabbing a point, never tried though.

You can however get color data via Box#3. :)

Cool tut ;)

XRM
12-20-2012, 04:21 AM
Hmm, not aware of anyway to grab color via pflow script op. Maybe there is by grabbing a point, never tried though.

You can however get color data via Box#3. :)

Cool tut ;)

I know about how to get color data via Box#3... The thing is its not for me. Its for someobe who just have vanila flow...no boxes.

PsychoSilence
12-31-2012, 10:26 PM
Happy New Year, everybody :)

PsychoSilence
01-07-2013, 03:14 PM
Ah well, new year new reel (after 2 years it as kinda time :D ):

http://forums.cgsociety.org/showthread.php?p=7493388#post7493388

Enjoy!
Kind regards,
Anselm

joshpurple
01-07-2013, 04:04 PM
Ah well, new year new reel (after 2 years it as kinda time :D ):

http://forums.cgsociety.org/showthread.php?p=7493388#post7493388

Enjoy!
Kind regards,
Anselm

Excellent :beer: !

Happy New Year, everybody :)

And a belated Happy New Year to you :)

PsychoSilence
02-08-2013, 05:43 PM
btw have you joined the Orbaz VIMEO group yet?

https://vimeo.com/groups/pflow

maidmen
02-18-2013, 09:08 AM
Hi, Anselm!
I tried to run your lesson " Animated Collision" where we made loop of two Data Tests http://clip2net.com/s/2Qwga
and faced with the fact that system starts to slow down badly around Frame40 when the particles reachs the plane deflector, meanwhile in your videotutor all worked fine.
What could be the reason?

PsychoSilence
02-19-2013, 05:33 AM
What's your max version and box3 version? With 200 particles this should play fine.

maidmen
02-19-2013, 06:26 AM
Max 2011, PFTBox3ProMax2011x64
P.S. All the other scenes are working properly

PsychoSilence
02-20-2013, 06:08 PM
interesting! I skipped 2011 all together so i can't even test that here. As a quikc work around can you use the Krakatoa collision if yo have Krakatoa?

maidmen
02-21-2013, 06:18 PM
Yes, I have Krakatoa, moreover, the same effect can be done with Box#2-PhysX particles, I just wanted to know how to do it " right way "

Rareden
03-02-2013, 11:47 PM
Any one know how to set a minimum distance particles can spawn from each other, getting a problem where they keep spawning right next to each other and when each particle has a shape instance it looks horrible.
I know it can be done with a data operator but for some reason the data operator isn't showing up in my list with the 2013 extension

PsychoSilence
03-05-2013, 03:07 PM
have you tried the "Keep Apart" operator?

Rareden
03-05-2013, 11:44 PM
have you tried the "Keep Apart" operator?
i spose you could use it once they spawn but just dont have them render then use it to move them apart by 1 frame? then apply the shape i guess

zoubein
03-05-2013, 11:51 PM
Any one know how to set a minimum distance particles can spawn from each other, getting a problem where they keep spawning right next to each other and when each particle has a shape instance it looks horrible.
I know it can be done with a data operator but for some reason the data operator isn't showing up in my list with the 2013 extension

3ak posted this for something similar might be useful for you.
http://forums.cgsociety.org/showthread.php?f=206&t=1086831

PsychoSilence
04-04-2013, 10:43 PM
Hi guys,
i just converted my DVDs to pay-per-download to be purchased as single tutorials and a few mini bundles. It's the biggest collection of mPartices and Advanced Data Manipulation tutorials (which is the new fancy name for Box#2 and Box#3 that ship with max2014).
So far 50 tutorial in stock. Besides new tutorials the body of work is taken from my two TurboSquid DVDs (http://www.turbosquid.com/FullPreview/index.cfm/ID/520846). The tutorials have been optimized for digital download and enhanced sound quality. A lot of people hesitated to buy them because of the hefty international shipping costs and shipping time. No it's all digital and modular Smile

URL is:
www.incendii.com/training (http://www.incendii.com/training)

Kind regards,
Anselm

AMParticles
04-30-2013, 06:03 PM
So with this update and inclusion with the Mass FX engine does this change multi threading at all? What about the fume fx birth ops and things like this, I didn't see them included. Does this mean we will still need to purchase Box 3?

JohnnyRandom
04-30-2013, 06:39 PM
Particle Flow Tools Box #2 & #3 are now part of 3ds Max 2014. There is no need to purchase them unless you are using an older version of max.

There has been nothing stated in regards to multi-threading, either fixes or enhancements. :sad:

Fingers crossed that Autodesk will at least continue to build upon the foundation and prove their current track record wrong by actually improving on something after its acquisition :)

Nickolay411
04-30-2013, 08:12 PM
I just wanted to get some confusion out of the way...

With the implementation of Box 2 the particle physx simulation is multi threaded.
It has always been.
Check the documentation on how to enable multi threading in your pflow physx sims.

Also the fumefx ops come with fumefx plugin not box3.

JohnnyRandom
04-30-2013, 10:32 PM
Confusion and pflow multi-threading go hand in hand. It is no more multi-threaded than when box#2 was initially released. It is true some aspects of pflow are multi-threaded, most are not, particularly map evaluations.

Sure the physx sim itself is multi-threaded but the data going into it from pflow is no more multi-threaded now than when Box#1 was integrated.

PsychoSilence
06-05-2013, 03:59 PM
My first out of two AU Masterclasses is out!
Introduction to mParticles (former Particle Flow Toolbox#2 by Orbaz Technologies)


http://area.autodesk.com/masterclasses/masterclass/class2_q2_Introduction_to_mParticles_Anselm_Von_Seherr

joshpurple
06-06-2013, 07:52 AM
My first out of two AU Masterclasses is out!
Introduction to mParticles (former Particle Flow Toolbox#2 by Orbaz Technologies)


http://area.autodesk.com/masterclasses/masterclass/class2_q2_Introduction_to_mParticles_Anselm_Von_Seherr

And it's outstanding :bowdown: ! Excellent, Congrats, & Thank you :thumbsup:

Glacierise
06-06-2013, 01:46 PM
Great timing! Thanks Ansi!

JohnnyRandom
06-06-2013, 10:12 PM
Nice job A!

PsychoSilence
07-26-2013, 03:26 PM
And the second AU MasterClass is online. 2,5h of ADM (Advanced Data Manipulation / former Box#3):

http://area.autodesk.com/masterclasses/masterclass/class3_q2_AnselmVonSeherr-Thoss_Advanced_mParticles_and_Data_Manipulation

:)

Glacierise
07-27-2013, 09:01 AM
Bring da awesome! Thanks!

joshpurple
07-27-2013, 05:01 PM
And the second AU MasterClass is online. 2,5h of ADM (Advanced Data Manipulation / former Box#3):

http://area.autodesk.com/masterclasses/masterclass/class3_q2_AnselmVonSeherr-Thoss_Advanced_mParticles_and_Data_Manipulation

:)
Thank You :beer: !

JohnnyRandom
07-27-2013, 09:32 PM
Nice work :)

Mills
08-16-2013, 02:15 PM
Hi, is it possible to use a custom gravity shape? Other that Planar and Spherical?
Cheers!

Nickolay411
08-16-2013, 07:31 PM
Under spacewarps -- particles and dynamics. There is a little known object called Vector Field. You can create a custom vector field around any geometry normals. Then you can use the field as force in pflow. Give it a try.

Also check out max help. It will give you a the rundown.

Cheers,
Nick

DeKo-LT
09-17-2013, 01:17 PM
Hey guys,
one more Particle Flow&Krakatoa project give away:
http://www.deko.lt/lab/particle-colors-part-3/

And final video:
74425181
https://vimeo.com/74425181

Glacierise
09-17-2013, 01:52 PM
Very nice look, Deko :)

DeKo-LT
09-17-2013, 01:58 PM
Thanks Hristo, hope to see more colorful projects around :)

d4rk3lf
01-08-2014, 05:08 PM
Anyone succeeded making standard particles (and shaders) looking similar to Krakatoa-Fume FX shading?
Something like this:
http://directtovideo.files.wordpress.com/2009/10/particlelighting02.jpg

Something like self-shaded, but also translucent-absorption shader, but with standard 3DS Max material?
Any way to fake this?
Some free shader plugin perhaps?

I've tried something with translucent shader, but it still not looking right (soft and translucent)
http://www.youtube.com/watch?v=1dIO1T2oAKc&feature=youtu.be

http://s9.postimg.org/n9lieafov/particle.jpg

BillyMcSkilly
04-11-2014, 06:54 AM
When I hit "particle view" after creating a PF source in 3ds max

It says "Addflow4 activeX not installed properly"

It doesn't open particle view.

Maybe if i reinstall particle flow? Which i have no idea how to do. Please Help! :cry:

JohnnyRandom
04-11-2014, 08:08 PM
Install as admin and don't ask legit users when you use cracked software ;)

gjeoffreys
05-02-2014, 01:17 PM
Hi Guys

Any help would be appreciated.
So I'm doing an animation with airline flight paths, i have come across a problem.
With Lock/Bond restrict to surface the paths are correct, I would like them to arc of the globe.

http://i57.tinypic.com/14ccp5c.jpg

So removing that and just using Find target and spherical wind, i can get the look I am going for, however if the destination is further than a certain amount the particles dip below the earth surface.

http://i62.tinypic.com/103j2b5.jpg
Any suggestions.

Thanks

Glacierise
05-03-2014, 04:55 PM
I think there was a way to sync a force influence animation to a particle's age, so you can animate the influence going up then down?

d4rk3lf
05-03-2014, 05:07 PM
If I may suggest avoiding Pflow on this (though, it's definitely possible), and try to do the job with great free plugin Ky_trail.
http://lastjedioutpost.ru/?l=en&p=ky_trail

It's really simple to use. Just pick you emitters (dummy would do just fine), set the duration of trail, and that's about it. :)

gjeoffreys
05-03-2014, 09:01 PM
I have managed to get a solution using Betterwind using it's Keep Distance, it's still a bit finicky to get the right settings. When the project is done I will try clean it up an post a max file for any interested.

@Glacierise
I was thinking that would be the best way, using box3 possibly, as it would be different for every particle as they have very different life spans. Is it possible to tell how close to death a particle is? I'm pretty sure I have seen stuff controlling scale to death so must be...

@d4rk3lf
Ky_Trail is fantastic, but the issue is not the trail, it is the actual flight paths. I don't have the time or even the strength to manually animate the hundreds of paths required for this so that is why a particle solution. But thanks for the reminder, I have used Ky_Trail before, many years ago. It will make the trails much lighter than pflow versions I'm sure.

Thanks for the input guys

deepbluesky
05-13-2014, 04:17 PM
63218779

Hi guys I am trying to get the same particle generation as in this video from
0:02 (seconds) to about 0:05(seconds)
Problem
1) The Particle(petals) seem to be growing on the path rather than flowing
2) after some time they align themseleves with the path
3) When particle start moving on the path The particles on path are not of equal size at the tip they are SCALED CONTANTLY on the path


I have tried searching for TUTORIALS,3DS MAX HELP .. but no use
Pflow
speed-by-icon
path-constraint
I have not been able to counter the three problems can anyone HELP PLEASE

zoubein
05-13-2014, 04:56 PM
This is a bit of a cheat as its not using pflow. I am not sure how much control or variation you need , but if you just need the effect like the beginning of the video. you could try clone modfier from Itoo. you can animate the parameters its handy.

http://www.itoosoft.com/freeplugins/clone.php

deepbluesky
05-14-2014, 01:39 PM
http://forums.cgsociety.org/member.php?u=60942

I have tried Itoo as u suggested ..it brings me near ...but randomization is very non realistic.... Can "railclone" help me better?

deepbluesky
05-14-2014, 01:41 PM
This is a bit of a cheat as its not using pflow. I am not sure how much control or variation you need , but if you just need the effect like the beginning of the video. you could try clone modfier from Itoo. you can animate the parameters its handy.

http://www.itoosoft.com/freeplugins/clone.php

I have used it... but the realism of scattering is not helping...can "railclone" give me more control on it???

zoubein
05-14-2014, 05:23 PM
Yeah its limited, I dont think railclone with help. sorry.

dsp_418
05-14-2014, 06:14 PM
http://forums.cgsociety.org/member.php?u=60942

I have tried Itoo as u suggested ..it brings me near ...but randomization is very non realistic.... Can "railclone" help me better?

That's why I believe Max needs a better cloner imho, something like MoGraph would be a dream, but already a better cloner would do the job. I'm sure someone can come up with some tricky solutions with Pflow and some data operators, but honestly... that's not as fast and easily doable in an everyday-fast-pace- environment. Don't get me wrong, Pflow it's amazing and the very thing that Max comes with it makes me happy and keep me using Max, because even though I'm not a TD whatsoever, still for many things it's quite easy to use.
But what a better companion than a good mograph tool? :)

just my 2 c.

gjeoffreys
05-14-2014, 09:55 PM
The first thing I thought of when seeing this was Joker Martini's ATK
http://animatorstoolkit.com/

zoubein
05-15-2014, 11:49 AM
http://forums.cgsociety.org/member.php?u=60942

I have tried Itoo as u suggested ..it brings me near ...but randomization is very non realistic.... Can "railclone" help me better?

Hi I had a quick at it with an idea that I had, its the good old reverse method its not perfect but it might work. Just play the animation backward you will see what I mean. It will work better if you have a way to bake the geo like xmesh or something similar then you can add the tapering and path constraints on top of that. Hope you find it useful its not elegant but perhaps you can take it further.

SandeepMaithani
05-17-2014, 12:16 PM
Hi
How can i make particles spawn in one direction??
i've an arrow flying which multiplies into many after 25 frames but the spawned arrows should be restricted to one direction....
Thanks

avolution
05-22-2014, 04:05 PM
Speed Follow or Speed Space Follow for the Rotation Modifier.
(err I mean operator, too much Waldorf Blofeld programming of late)
Hi
How can i make particles spawn in one direction??
i've an arrow flying which multiplies into many after 25 frames but the spawned arrows should be restricted to one direction....
Thanks

DeKo-LT
07-15-2014, 01:32 PM
Hello everyone.
This is impossible to understand how some bugs can be missed for years.

Simple example:
http://deko.lt/tmp/Forums/pflow_herarchy_bug.JPG
link (http://deko.lt/tmp/Forums/pflow_herarchy_bug.JPG)

4 spheres are linked to teapot. Same teapot is in position object operator. But particles are placed on entire herarchy tree. Anyone notice this before?

JohnnyRandom
07-15-2014, 06:11 PM
Hello everyone.
This is impossible to understand how some bugs can be missed for years.

Simple example:
http://deko.lt/tmp/Forums/pflow_herarchy_bug.JPG
link (http://deko.lt/tmp/Forums/pflow_herarchy_bug.JPG)

4 spheres are linked to teapot. Same teapot is in position object operator. But particles are placed on entire herarchy tree. Anyone notice this before?

No I hadn't noticed that either. I recreated a hierarchy and I noticed the if the teapot is the parent, particles will propagate down to the children. It is only one way. If I select the the last child particles only populate that geometry.

Interesting find. It seems to me that it should not respect object hierarchy. What if you only wanted particles birthing on a characters palm of the hand and not the arm+rest of the character?

DeKo-LT
07-16-2014, 12:43 PM
Thanks Johnny.

That's i'm talking about. Picking a children working normally, but you can't pick a parent. Particles will propagate down the herarchy. And it's doesn't matter how many levels you have. They will be placed down the entire tree. Crazy bug.

The only workaround is to use dummys, making parent object become children.

JohnnyRandom
07-16-2014, 09:22 PM
I am surprised I hadn't noticed this before I link often, although mostly to points.

DeKo-LT
07-18-2014, 07:54 AM
Yeah, I just checked, same behavior is in 3ds max 2011 and even on 2015 versions. Just reported to Autodesk. Finger crossed :beer:

deumilcat
11-12-2014, 12:04 PM
isnt there any way to make the cache disk (max2014) not history dependant?

I mean, it seems that particles are cached from one frame to the other (only the frame to next frame move is stored)
So it' s a real bliss when I scrub frame after frame,
but as soon as I need to jump many frames ahead, it lasts ages to refresh
(Because , i venture, PF needs to go trough each of the frame in the interval to build the resulting state)

Of course each frame would weigh much more and frame loading time would be higher, but storage is a minor issue and SSD make access time way faster so it d worth it

JohnnyRandom
11-12-2014, 06:53 PM
Well if it is lagging like that one of two things comes to mind, the cache is massive or you haven't cached the system.

Cache Disk was designed as a manual process, so tweak, update cache, tweak, update cache. Unlike Standard Cache which will update on the fly until its ram allocation is full.

Does that help?