View Full Version : Particle Studio question.....
STORY behind the question :
I have to demonstrate electrons traveling inside an electron gun, and the electron gun shoots a beam of light onto the surface of a TV sceen.
It's a closup shot of the electron gun.
Try that if you have PARTICLE STUDIO !
The electron gun and the electrons :
Create a spline with approximatively 6 vertices, draw it like a snake. (you don't have to use bezier)
Then Lathe it, to create a sort of a tube (like a stretched hose).
Add a PS emmiter facing one of the hole, in order to send the particles inside it.
Make the tube a UDynaFlect or UDeflector (doesn't matter)
Bind all the spacewarps as we you're supposed to.
Obviously I had to flip the normals of the tube.
Then run the particles through it......and for some strange reasons......not all the particles are constraint by the tube (deflector).....there is always 2-3% of the particles escaping the tube.....(and yes, I do reflect 100% of them). They sometimes bounce few times before escaping the deflector. But they shouldn't.....
It works fine when using Superspray from Max.....
Not in PS......It must be a bug.....! Or ??????
Thanks.
Gpin
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JBruckner
11-16-2002, 02:08 AM
Wait is this a question pretaning to MAX, it doesnt seem so. But I have no clue what you are talking about, why dont you just do it in MAX?
Particle studio is a plugin for max.........
Max particles are very basic, and I found PS not that advance.....but for the job I have it's all I need.....and it doesn't seems to work well...
JBruckner
11-16-2002, 02:50 AM
Opps, you already tried this. EDIT
Ian Jones
11-16-2002, 11:13 AM
Ok, I'm a total newb, but I have this thought stuck in my mind so I'll take a shot in the dark for you.
I remember something about a problem with particle deflectors letting a few random particles escape. The solution was to change the deflection proximity to .001 instead of the actual geometry which would be at 0. So it effectively makes the particles bounce away when they are .001 units from the inside of the tube and avoiding the risk of getting trapped inside the tubes geometry. Maybe I was reading about this in relation to Realflow... but anyway, perhaps there's a setting that will let you change where the particles bounce from, so that it isn't exactly ontop of the geometry... hopefully this will stop any getting to the edge of the geometry and doing a mathematical error and placing the particle inside the tube geometry instead of out. Because 0 could be either side of the surface if you think about it.
Hope that helps... :surprised:
That's what i tought........I would make sense....but I don't think there is that option in Max to set the distance of collision....I can't find it.....
Must be in another package !
Thanks anyway.
BrandonD
11-16-2002, 07:58 PM
If you want to change the distance of the collision, change the collision object. Make a copy and modify it for collision. Personally, I don't think you should be using a deflector for that kind of effect. PStudio is event driven and can use goal objects (position elements). You can shape a stream of particles by passing them through different shapes. You can also control how they pass through them - via verticies, faces, volume, etc. This is exactly how I made the learning machine particles in "Battlefield Earth."
Ian Jones
11-16-2002, 11:41 PM
Brandon, can you explain these position elements?
With the default particles in Max, can you stream particles along a spline path? without actually animating the particles gizmo position. I mean the path of the emmited particles. Is that what you meant?
Or.... is it just particle studio that can do that? is it free? If so, where can I d-load it?
BrandonD
11-17-2002, 01:14 AM
You can use the PathFollow space warp, but it's really limited and restrictive. Particle Studio is available through Digimation www.digimation.com
The way it works is based on events. You can define events with position and timing elements so for example,
Event A -frame 0 to 30, particles are emitted from this object
Event B -30 frames after the last event particles move to this object.
Event C - at frame 100 (absolute time) a Gravity space warp affects the particles.
It's a linear event system, but it's still very powerful way to work.
MFreywald
11-27-2002, 04:08 AM
You guys are all thinking about this the hard way. I've made a looping animation using Particle Studio just by using it's built in ability to follow an object. I made a path using a spline, assigned a box (cant use dummy cause PS wont follow a dummy object for some reason) then told PS to follow the box. Hid the box and wholla.. a looping particle.
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