View Full Version : Particle mapping - same as emitter object
Does anyone know a way to map particles so that they have the same mapping/material to ressemble the emitter object.
I want to create the effect of an object becoming pixels and falling to the ground similar to the effect in the following.
-http://motionographer.com/2010/04/08/pixels-by-patrick-jean/ at 1.02 onwards
I hope this makes sense!
thanks in advance
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Does anyone know a way to map particles so that they have the same mapping/material to ressemble the emitter object.
I want to create the effect of an object becoming pixels and falling to the ground similar to the effect in the following.
-http://motionographer.com/2010/04/08/pixels-by-patrick-jean/ at 1.02 onwards
I hope this makes sense!
thanks in advance
There are many ways to achieve this:
*Mapping Object operator in 3ds Max 2010 and higher, which was part of PFlow Tools Box #1 before that:
http://www.scriptspot.com/bobo/stuff/forum/ObjectMappingExample01.gif
*PFlow Tools Box #3 provides operators for looking up points on a surface and getting values like mapping coordinates and many other things (requires commercial version of Box #3 though).
*Script Operator could be used together with the rayMeshProjIntersectOps methods to find the closest face and get data from it (too complicated)
*Krakatoa Geometry Lookup operator (requires commercial version of Krakatoa, disabled in the Evaluation version)
*Krakatoa PRT Volume (works in the Evaluation version) could be used to generate the whole grid of particles to load into PFlow:
http://www.scriptspot.com/bobo/stuff/forum/ObjectMappingExample02.gif
*PFlow Box #2 also has an option to fill a volume with a grid of particles.
And here is a QuickTime animation example (http://www.scriptspot.com/bobo/stuff/forum/kra_pflow_teapotmappingobject_v001.mov) using the PRT Volume -> PFlow -> Mapping Object workflow..
Awesome, i'll give that a go!
thanks for taking the time for indepth answer
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