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smurfted
08-26-2010, 11:34 AM
Though becoming well versed in Xpresso, i am still new to thinking particles..

How do i create (thinking) particles from the intersection of 2 polygon meshes?

Srek
08-26-2010, 01:02 PM
The collision node allows you to update a polygon selection that covers the intersecting polygons.
Use that to get a surface position and create particles, you can even use the TP Surface Emitter Preset to make use of the selection.
Cheers
Björn

paulselhi
08-26-2010, 02:27 PM
I made this tutorial some time ago it may help

http://www.black-and-white-to-color.com/ipbsfx/index.php/files/file/26-cinema-4d-tutorial-thinking-particles-emit-on-collision-tutorial/

smurfted
08-26-2010, 05:52 PM
Thank you boys, I'm getting my teeth stuck into some testing this evening to see what i can get up and running.

I'll post the results as and when i have some..

smurfted
08-27-2010, 11:02 AM
So i got the TP particles being produced by the collision of the two surfaces, i made a proxy of the ship for the particles to collide with, made some gravity to bring them back down and then i got them to land on the sea (with sreks - TP move on surface).

Now my next problem, and the reason why your not looking at a nice test rendering just yet:-
The sea is made sealike with a subtle displace deformer, and the TP particles fall through it after a couple of frames.

Does anyone have a way round this problem?

Srek
08-30-2010, 06:26 AM
Currently TP does not support deformed surfaces as colliders. What you can do is to use Xpresso or Python to transfer the deformed points of the mesh to an identical proxy mesh. This should work a lot better.
Cheers
Björn

smurfted
08-30-2010, 06:27 AM
But then it can't react dynamically..

I have a plan, i'm back with results shortly..

smurfted
08-30-2010, 07:21 AM
I went back to the start and thought how i could use some of the other functions in c4d.

I decided what i wanted from the simulation which was lots of little objects reacting to the front of the ship, then moving down the sides of the ship, some being carried away by the waves..

I began toying with mo-graph dynamics and guess what, it worked a treat. It even managed to deal with the deforming ocean geometry & the actual ship model instead of the proxy!

With some well thought out expresso to tell the mo-graph particles where to start, It even calculates quickly, the render taking under 10 minutes for a 540 frame animation (without sim cache).

http://www.doghouseanimations.com/pirates/boat%20wake%20test.jpg

http://www.doghouseanimations.com/pirates/boat%20wake%20test.wmv

Now i do have a couple of questions:-
1. Can the rotation calculation be turned off in mo-dynamics? (to speed up the simulation)
2. The clamp constraint (used to hold my ship to the ocean) produces very bumpy results (seen in the inset clip) even as "phong normal" setting, even though the mesh is quite smooth. Why?

smurfted
09-03-2010, 06:11 PM
After fighting an uphill struggle to get the dynamics i wanted, now i discover it won't work with metaballs.. Not in 11.5 anyway..

So i've had to move for another effect, this is my 3d sprites (complicated but works out best so far).

http://www.doghouseanimations.com/pirates/boat%20wake%20test%20particles.png

It is in no way finished but this is where i'm going at the moment, check the video below for the animation..

http://www.doghouseanimations.com/pirates/boat%20wake%20test%20particles.wmv

deepshade
09-10-2010, 07:00 PM
It is in no way finished but this is where i'm going at the moment, check the video below for the animation..

really like the sea surface - what did you use?

smurfted
09-13-2010, 07:00 AM
This version was actually just a displace deformer with big noise and a bump map with much smaller noise on it, then made to reflect.

deepshade
09-13-2010, 07:35 AM
This version was actually just a displace deformer with big noise and a bump map with much smaller noise on it, then made to reflect.

Which noises Mike?

smurfted
09-13-2010, 08:48 AM
I'll have to check when i get home..

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