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Ren3D
08-29-2009, 10:24 AM
Hi Guys

Im trying to get my head around thinking particles so that I can get a better understanding of how to control different groups. But, as always with expresso I get so far and then come to a grinding holt :(
The test Im doing at the moment is for what I think is a fairly simple TP/Expresso. Particles are emitted into group 1 (spell cast) and head towards a deflector. When each particle hits the deflector I want a secondary group to creat a kinda hit effect.
At the moment I am using a FlipFlop as a switch to generate group 2 with a ppass attached to pgetdata so that the new emitter is aligned to group 1 particles. All works fine except that group 2 for all particles is initiated when the 1st particle reaches the defelctor.
How can I get the hit effect to happen for each particles collision with the deflector object.
Not sure that makes to much sense, but, I have attached the file as it currently stands :)

thnks in advance for any help or suggestions :)

Darter
08-29-2009, 11:25 AM
Connecting the PDeflector directly to the PStorm works okay if I understand what you're trying to do. I've set the second PStorm Birth Type to Shot. Every time an event occurs, it's activated and the specified number of particles is emitted at the current frame.

In the modified example, a Shot setting of 6 results in 156 particles in the Spell Hit group before they start to expire. This is the original 26 Spell Cast particles x 6.

Srek
08-29-2009, 11:25 AM
I don't realy understand why you are using the Time, Math:Add and Flip Flop node.
If you just connect the Event output of the bool to the on input of the PStorm it works as expected.
Flip Flop just can't work in an interation (which PPass is) since you have multiple possible inputs from the PDeflector event and if any of them is happening the FF will be triggered (in your case when the first particle hits the collider).
If the problem is the numbe rof particles created by Pstorm, just set it to shot mode and enter as high a particle count as you want to emitt on each collision.
Cheers
Björn

PS: This kind of question belongs into the Xpresso/Scripting subforum: moved.

Spekulatius
08-29-2009, 11:29 AM
Yes, first I wondered why Ren3D was working with a FlipFlop-Node, but I think he wanted the particles that hit the object to release particles not only in the frame they hit, but also some more frames.

So my version works with three groups, into the ´spell hit´ group the particles are moved after hitting the deflector. This particles send own particles for a short time, after that they die.

Jochen

Spekulatius
08-29-2009, 11:33 AM
I achieved a similar effect by creating more particles within a distance from the impact. That way you don't get a shockwave of particles but a more believable cloud.

Cheers
Björn

Yes, that´s a clever solution.

Srek
08-29-2009, 11:34 AM
If you want to spice it up a bit, use a Vector2Matrix node inbetween the Event Normal from PDeflector and Emitter Alignment of PStorm. That way the new particles will be emitted away from the point of impact. Set the distance parameter in PStorm to something like 30 and the distance variation to 100%, that way you get a cloud of particle spreading out on each impact, just like dust or debris.

Cheers
Björn

Srek
08-29-2009, 11:35 AM
Yes, first I wondered why Ren3D was working with a FlipFlop-Node, but I think he wanted the particles who hit the object to emit particles not only in the frame they hit, but also some frames longer.
I achieved a similar effect by creating more particles within a distance from the impact. That way you don't get a shockwave of particles but a more believable cloud.

Cheers
Björn

Ren3D
08-29-2009, 11:40 AM
Thanks guys for your feedback and comments, most appreciated :)

As you may be able to tell, I am a bit of a noob when it comes to TP and expresso. But I can see how powerful they could be with some better understanding which is what Im trying to concentrate on.

There are some very useful comments in here for me to experiment with.

Many thanks

Ren

Ren3D
08-29-2009, 12:14 PM
Hi

Had a look at all the reply C4D files now :) seems I was making it all far to complicated! :D

thanks again for your help guys. Love the shockwave effect srek, simple but effective.

Ren

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