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JohnnyRandom
11 November 2014, 06:22 PM
Hi guys. :)
Is it possible to send (m)particles to another event by texture map?

For example, I don't want to use deflector to continue to next event, but I want to use animated gradient ramp to send particles to another event.

If it's not clear, I'll explain better.

Of course :) Just use Point Color of the object. See examples:

https://vimeo.com/112837652

d4rk3lf
11 November 2014, 07:24 PM
Awesome Johnny! I was hoping you will reply.
We should give you some reward (and CG Talk some award) for helping so much to various people.

Here is what inspired me:
https://vimeo.com/88391123

(look from 12:55)

I was listening Allan, and his talk about how hard was to achieve this effects, and I was like: "Naaah.. that doesn't look so hard", so I created teapot (fragmented and in mparticles), and stuck at first step. :D

Thanks again Johny. :)

EDIT:
Looking now at your test. I've never used data flow, so I don't have a clue what you did (btwm do you know any good beginners tutorials on data flow?), but I'll try to use that for my tests.
Basically, I want to fragment teapot, and then that those fragments fly off by animated gradient ramp on teapot (similar like any traditional pflow dispersion effects, but not triggered by deflector collision, but with animated map).

Cheers

JohnnyRandom
11 November 2014, 10:58 PM
Sure no problem.

I can explain what the operator is doing, it should be pretty straight forward:

The Plane has an animated gradient ramp on it. The Data Op is looking at the Plane (Select Object), it is looking for Point Color (Geometry->Closest Point by Surface + Geometry->Point Color). What that means is were a Particle is intersecting with the Plane that is the Point and at that Point the sub-op is looking for a Color. Since Color is a point3 or a Vector [R,G,B], we only need greyscale which just happens to be the Length of that Color vector (Convert->Vector to Real - Length) So now we have something that reads the greyscale color that is traveling across the plane. When that Color changes at the Point of the Particle it will trigger a Condition True/False (Condition->Is Greater than A) If the condition is met the Particle is sent to the Output.

I have a few Box#3/ADM tutorials on my vimeo page (mostly examples with scene files) Anselm aka Psychosilence has some great tutorials and DVDs, ParticleSkull also is coming out with some really cool tuts too. There was a user here 3ak who had some really cool setups, super smart dude (assuming he was a dude, may have been a dudette :D always hard to tell with anonymous users) haven't seen them around in a while but searching should show some of their stuff.

If your fragments have an animated gradient on them I will make another example. The idea would be relatively close to the same.

d4rk3lf
11 November 2014, 06:04 PM
Again, thanks a lot Johnny.
With the help of your data operator, I've managed to do (one of the first) test.
Works perfectly!

I owe you the result, so here it is:

https://www.youtube.com/watch?v=uhv3q8Cuch4

Seems that embed not working... here's the direct link:
https://www.youtube.com/watch?v=uhv3q8Cuch4

JohnnyRandom
11 November 2014, 12:00 AM
Nice that worked pretty good! :)

gjeoffreys
01 January 2015, 07:17 AM
Hi guys
I need some help on data ops. Basically I am trying to get a breeze blowing across an objects surface and just affecting the rotation of the particles, in a similar way to a sequin wall.
I have created a data operator that reads the color values of a normal map and then rotates the particles accordingly.
So here is my problem, I assume that the particles rotation values are all in world space, so it works perfectly on a flat plane. I however would like it to work on 3d objects. So I want to use a data operator to first align the particles to the objects normals. Does anyone know then how to just add what would then need to be rotations in local space from the normal map.

Open to any solutions.
Thanks

Just saw Johnny did this
http://vimeo.com/115026964
Needs to be that pretty much just on and object with normal aligned particles.

Nickolay411
01 January 2015, 10:03 PM
If anybody cares, here are some snowballs done with pflow/mparticles. Cheers, N

https://vimeo.com/118321184

gkscorpio
07 July 2015, 06:31 PM
Is it just me or the whole Particle Flow system is a bit buggy (at least in the 2014 edition of 3DS Max). I'm fairly new at this and I've been experimenting a lot, I've noticed a bug regarding deflectors. Although 'regular' single particle seem to collide just fine with a deflector, in my test scene as soon as I add a spawn test and create a kind of trail behind each particle, some particles seem to skip the deflector. I've tried with as little as 10 particles and I've seen even 4 particles skipping the deflector.

Has anyone else noticed it?

Bobo
07 July 2015, 06:47 PM
Is it just me or the whole Particle Flow system is a bit buggy (at least in the 2014 edition of 3DS Max). I'm fairly new at this and I've been experimenting a lot, I've noticed a bug regarding deflectors. Although 'regular' single particle seem to collide just fine with a deflector, in my test scene as soon as I add a spawn test and create a kind of trail behind each particle, some particles seem to skip the deflector. I've tried with as little as 10 particles and I've seen even 4 particles skipping the deflector.

Has anyone else noticed it?


There is no bug free software, but one thing to keep in mind when using Collision operators and Deflectors is that the order of operators matters. Depending on where in the event or in the flow the Collision is processed relatively to the Spawn operator, some particles might just pass through. In the simplest case of a single Event, Spawn and Collision, if the Spawn operator is placed after the Collision, the Collision will process the new particles in the next integration step, and at that point they might have already passed through the Deflector. If the Spawn is before the Collision, the new particles should hit the Deflector. If they still pass through, reducing the Integration Step duration might help (esp. with complex mesh-based deflectors).
In the more complex case of sending out the trail particles to a new Event, obviously both Events need the Collision to happen after the Spawn, or putting the Collision in the Global Event to it processes the collisions after all Speeds have been assigned, but before the new Positions have been calculated.

If you would post a simple test scene showing the leaking particles, someone on this forum might take a look and see if there is anything obvious you could do...

gkscorpio
07 July 2015, 07:03 PM
Thank you for your reply... Here's my very simple 350kb test scene..

https://www.dropbox.com/s/2ntld7xk6vqcnvx/SimpleTest_TestingBlobBake%20SingleObj.max?dl=0

Just some particles coming out of the surface of a sphere, dripping on the sphere and below (I've tried with lock/bond too, at this point I'm using Speed By Surface). With the Spawn test disabled all 10 particles collide with the Deflector, when I enable it I can see five of them leaking..

Also, exactly how can I pass the parent particles along with their children as a pack to another event? I've tried moving the Collision test to the "Spawning002" Event before the Delete operator but I still see some leaking...

dsp_418
07 July 2015, 08:25 PM
Thank you for your reply... Here's my very simple 350kb test scene..

https://www.dropbox.com/s/2ntld7xk6vqcnvx/SimpleTest_TestingBlobBake%20SingleObj.max?dl=0

Just some particles coming out of the surface of a sphere, dripping on the sphere and below (I've tried with lock/bond too, at this point I'm using Speed By Surface). With the Spawn test disabled all 10 particles collide with the Deflector, when I enable it I can see five of them leaking..

Also, exactly how can I pass the parent particles along with their children as a pack to another event? I've tried moving the Collision test to the "Spawning002" Event before the Delete operator but I still see some leaking...

Not quite sure to understand what you need, perhaps I've to re-read your post, but your scene seems to work just fine.
Your deflector is set on Continue, so particle don't bounce. In the event you wired to the collision there's a gravity which makes particles moving even faster.
If that's what you want then it's working, and if you want to keep the particle spawning after the collision you may just want to add another spawn operator in the event with the gravity and you're done.

Bobo
07 July 2015, 08:31 PM
With the Spawn test disabled all 10 particles collide with the Deflector, when I enable it I can see five of them leaking..

As I suggested in my previous post, changing the Integration Step to 1/8 Frame solves the problem. At larger steps, you get 5,3 or 2 particles leaking. You should change both integration steps (viewport and render) in the Source.

gkscorpio
07 July 2015, 09:55 PM
As I suggested in my previous post, changing the Integration Step to 1/8 Frame solves the problem. At larger steps, you get 5,3 or 2 particles leaking. You should change both integration steps (viewport and render) in the Source.


Thank you very much, I hadn't even noticed that setting, noone had messed with that in any of the tutorials I had gone through.

tamagochy
07 July 2015, 12:01 PM
Hello,
i need produce from 1 particle point cloud with random position around it. How can i make it?

maidmen
09 September 2015, 05:15 PM
Is there ability in Data Operator to find closest point of geometry in arbitrary direction, kinda RayCast node in Softimage ICE?

JohnnyRandom
09 September 2015, 09:03 PM
Is there ability in Data Operator to find closest point of geometry in arbitrary direction, kinda RayCast node in Softimage ICE?

Sure, use the point position function. See attached example:

PsychoSilence
12 December 2015, 04:44 PM
https://vimeo.com/149485065

New reel. PFlow in there of cause :)

http://incendii.com/wp/wp-content/uploads/2015/12/stills_film.jpg

JohnnyRandom
12 December 2015, 08:41 PM
Nice, getting a big list of sweet projects there Ansi! :keenly:

gabby_ovadia
07 July 2016, 08:54 AM
Wanted to share with you a solution for a crashing Max2017 using Pflow.

I ran a PF simulation of approx 50k particles and the Max crashed constantly every time I tried to scroll the timebar. So if you're using Data operators on PFlow on Win 10 - make sure you Run compatibility as Windows 7.

d4rk3lf
07 July 2016, 11:51 AM
Ok, here is the deal.

I've made this PF system:
Zw9Fp_L8j0Q

And I wanted particles to travel on character.
So I used lock/bond, very simple setup:

z-ujaKgctfM


Well, it's kind-a cool, but still particles not moving as the first video. They rush towards the head, and then particles becomes "confused".
I know it's probably mesh issue, and perhaps, maybe I am expecting too much from the lock/bond.

Is there any way, to really force lock/bond to just ignore everything, and simply place a particles on the surface? Or any other idea?

Here is lock/bond screenshot:
https://s31.postimg.org/us1hw3ksb/lock_bond.jpg

Mills
08 August 2016, 12:15 PM
Hi, is there a way to display range of the Keep apart operator in the viewport?
Thanks!

japetus
09 September 2016, 06:54 PM
I figured this question could go here with a lot of knowledge like Bobo here, but I have a weird thing happening. So about 6 months ago I made some scenes using particle flow in Max 2016 to make leaves and grass clumps and stuff and rendered it on our farm everything is ok. There have been a couple Max service pack updates and as far as I know we are all up to date now. However now that I go back to the scenes using particle flow, it appears that the leaves and grasses are in different positions (although no one messed with them), looks like it's a different seed, but they are still using the default seed 12345. Has anyone else experienced their particles changing positions recently in scenes? This is making it very frustrating to go back and rerender certain areas in our animation.

Mills
07 July 2017, 12:37 PM
Hi*I am making some light trails in Pflow. Following the tutorial below. What I would like to do is use an animated image sequence to drive the shape of the light trail to get more variation in the shape.*
My question is.....How*can I make an image sequence*stop playing as the particle is created? When a particle has created*the image that is assigned*to that*particle*on that frame locks to that particle*and the sequence stops playing. Almost like an echo effect.*
Thanks!

Incorrect*test*
https://www.youtube.com/watch?v=KGX62hbfRGs

tutorial
https://www.youtube.com/watch?v=G8FCpDl6H7M

gjeoffreys
07 July 2017, 07:58 PM
Hi Mills

Why not just use a still and rotate your source for the particle system, that way it will leave behind rotated particles.
I don't have time right now, but if I remember I'll try setup a system to demonstrate shortly.

Mills
07 July 2017, 08:32 PM
Hi Mills

Why not just use a still and rotate your source for the particle system, that way it will leave behind rotated particles.
I don't have time right now, but if I remember I'll try setup a system to demonstrate shortly.


Hi*gjeoffreys

Thanks for looking into this. I don't*have the file with me now.... will have to take a look tomorrow. I am using a shape facing operator so it does not take into account the*rotation as far as I can remember.*

Cheers!*

gjeoffreys
07 July 2017, 11:19 AM
Yeah, wont work with facing particles.

But here is a test I did, see if it could work for you
https://we.tl/SEmWyFlSY8

Pradit
10 October 2017, 05:10 AM
Jokes (http://www.stupid-funny-jokes.com/)

Very nice :applause:


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