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View Full Version : Colliding and sticking on realFlow mesh


Strob
02-19-2010, 03:23 PM
Is it possible to do that with pflow:

I want some particles to fall on a realflow mesh and stick to it and preferably move on it with the uv.

The problem with a realflow mesh is that it's a mesh whose topology change on each frame. I guess that's why lock/bond does not work on it.

I don't have access to box 3, maybe it's possible only with box 3 or thinking particle?

I now have only max 2010. But I may consider buying thinking or box3.

Oups I just noticed I post a similar post here recently... but I got no answer. It seems we can't delete posts here.. so forgive me.

JohnnyRandom
02-19-2010, 04:32 PM
I haven't got realflow, but if you have a test scene, I could try some things on it.

Strob
02-19-2010, 07:34 PM
Thanks jhonny,

I can't share the scene I'm working on, but I will try to take some time to make a similar scene for you to test.

galagast
02-21-2010, 04:41 PM
You could probably try bringing in your realflow particle data and use that to move the pflow particles..

Here's one possible worklow that comes to mind.. using some plugins (unfortunately)
I can't remember if there was a realflow birth operator thingy for pflow, but if you have access to krakatoa, the PRT birth might help.. use that to birth the realflow particles in pflow. (basically you just need to convert the reaflow particles to pflow)
Then, for your falling pflow system to stick to the realflow-pflow system above... using box3/maxscript, use any method to send out particles to another event (like collision or distance test etc) which would then check against the reaflow-pflow system for the closest particle on event entry, and stick to that throughout the animation of the realflow-pflow.
That's the basic idea I suppose... I'm pretty sure the same idea would work with TP as it doesn't really involve a very complicated internal setup.

I hope this helps :D

Strob
02-22-2010, 12:37 PM
Hi, thanks for the idea. I thought about it, but finnally I ended up just modeling a plane that fits my liquid level and I animated the deformation of that plane to also follow the animation of the liquid. For that particular shot it seems to work. But If I would need more prescise sticking, I would definitely need to import the actual particles. Cause the real flow mesh vertices order is changing erratically from frame to frame so there is no way for the particles to know where to stick.

My other idea was to do my sticking particles inside of real flow and then import them in max via krakatoa. But since the setup is a bit complex, I would need realf flow scripting skill I don't have yet...

noouch
02-22-2010, 01:47 PM
You can import UVW coordinates which (I think) can be accessed with maxscript or box3. You need to mesh in RealFlow with a texture gizmo.

Really though, the better way would be to somehow use the particles, even though RF and PF interoperability is sort of broken. You can use the Krakatoa operators though, even without purchasing a license, they're free to use.

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