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canwood58
06-30-2005, 04:02 PM
Hi i still dont seem to be able to do Pflow materials -can someone just tell the steps i need to do to assign materials / mapping to pflow particles!

Cheers

Canwood

Chris Thomas
06-30-2005, 04:18 PM
Marc, this is not a RTFM, but the online help with max is actually pretty good. I seem to recall that all of the Operators are explained pretty well, some better than others of course as per usual. Have a read of the sections on Material Dynamic, Static and Frequency I think, the basics at last are covered here.

The only reason I mention this is that explaining it here would simply be repeating what it says there in the help. For more advanced stuff, fair enough, questions here are in order then. The Max online help F11 is pretty cool, learn to use it, its a great tool.

Cheers

canwood58
06-30-2005, 04:35 PM
i have read the user manual bit on pflow mapping and it hasnt helped -dont matter i'll just wait have to wait til i get home

Chris Thomas
06-30-2005, 05:00 PM
Ok, well as I remember it..

Pop a material static op in your event where you first want it applied

go to the Material button at its top, click on it and pick a material.

or drag and drop a material from medit onto the button. both work.

its as simple as that, non?

all this and so much more is covered in *** DVD 3 ***

http://www.cg-academy.net/pages/topic_particles/dvds_pflowbasics3/dvds_pflowbasics3.htm

of our particle flow series

:scream:

Sorry, just had to do it ;)

canwood58
06-30-2005, 05:11 PM
no not that simple, not sure what it was but its working now after fiddling around with it

Cheers

Nexusphreez
07-06-2005, 02:44 PM
Ok, I was trying to do this exact same thing and I just about ripped my hair out trying to figure it out. It wasn’t until I understood how PFlow was creating the particle system and mapping that I finally understood what to do. When you create a PFlow event, by default it treats all the particles as one meshed object, so when you do ANY kind of mapping, whether it be object, world, or map ID, its still going to apply that material to the whole particle system as if it were one object, so as the particles move, it looks as if they are moving through the material instead of the material moving with each particle. You have to go to the root even, the render event in the PFlow system and make sure that the Type is set to Geometry and then select the option that says Mesh Per Particle. What this does is create an individual, mappable mesh for each particle. This is what allows you to make the texture actually stick to the particle objects.



I hope this helps out anyone else looking to do this.

canwood58
07-12-2005, 10:36 AM
thanks for that would have thought someone else could have thought of that? cheers

azloha
07-12-2005, 07:00 PM
allow me, deterioriate the question.

i found material static, material dynamic and material frequency, which should be suitable for a raining scene?

by the way, anyone could send me the tutorials from allanmckay about rigid body and particles? the site didnt have this...

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