XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : programmed splatters, gibs blood and more.

02-22-2007, 02:53 AM
hey folks, first post!
i've been readin these forums for a fair while now and absolutely love the large ammount of amazing tutorials, massive lists of links, and spectacular references.
so i decided to make an account, and am now asking a few questions of my own, and perhaps enlightening a few who are interested in the same area.

I love letting my animations run on their own, i love setting a few parameters and just watching stuf happen. it gives a sense of reality when you throw a ball at a wall and it crumbles. and this, is why i love PFlow.
recently i've been working on a small personal project, mainly to hone my own skills, but also for the entertainment of my friends. a large portion of this planned animation includes explosions...lots of them, mainly head explosions.
initially i was using PArray but soon learnt that is is quite obselete and moved right onto PFlow.

enough rambling lets get to the point.
I use a standard deflector, gravity, and Pflow to simulate an explosion of particles outwards in random 3d directions.
i then use a basic collision spawn and collision to make the particles "splatter" when they hit the ground.
now, my questions are as follows
a. i want to make my particles hit walls and other objects, but have them "splat" and then "slide" but not drop entirely to the ground.

so far i tried using a gravity on the walls with a small falloff, that was working reasonably well but it wont help when it comes to other objcts (e.g people, desks, lamps, etc)

b.i'm having alot of smaller issues with my cillisions, the particles either dont respond to the deflector friction or just stop entirely. the initial particle and the spawned ones.

i guess i just need some good PFlow collision tuts, i couldnt see really any when i searched.

c.this can probably be solved as above, but i want to have mutliple collisions, one on first (make some medium sized blobs to make the "splat") then one on every collision afterwards (all progressively smaller to simulate trails)

sorry if it was really long winded but im that sort of guy, i enjoy explaining things to a certain depth, i think all modellers need a level of precision.
i thank you all in advance if you see fit to help out, any sugestions i would love and cant wait to start learning.

oh and afterwards i plan to write an extensive video tutorial as i think alot of people would benefit from an in depth look at particle spawn, especially when it refers to "organic" blood splatters.

02-23-2007, 06:59 AM
Try a speed by surface with a blobmesh or a mesher. Been a few months and can't remember which works best. :cool:

02-23-2007, 08:53 PM
Try a speed by surface with a blobmesh or a mesher. Been a few months and can't remember which works best. :cool:

thanks heaps, but i can never get the blobmesh to attach properly to pflow, and when i do i cant get rid of the pflow ticks.
but once i do figure that out will this "speed by surface" allow the blob to decelerate after hitting a wall?
i havnt seen the option whereabouts is it??

02-24-2007, 01:57 AM


all Pete's stuff

Allan McKay' stuff

I think for what you're looking for here, Pete's got some of exactly what you need.

02-24-2007, 04:42 AM
thanks a bunch mackdadd they were very helpful, although i had read that first one you posted i never ventured further than that.

another question regarding http://www.3d-palace.com/xenomorphi...c_splat_gun.htm (http://www.3d-palace.com/xenomorphic/education/doc_splat_gun.htm) that one.
after my particles are done splattering, must they be affected by the gravity space awrp indefinately? is there a way i can get them to slow down and come to a halt? in his example the particles just keep sliding down the wall. i would like them to get slower as they go, cant figure it out :S

02-24-2007, 06:10 AM
using a drag spacewarp would probably help also... :) then you can add an age test or prefferably a speed/velocity test to make them stop when you want

02-24-2007, 11:22 AM
i couldnt quite master the drag space warp, never quite did what i wanted, what i ended up doing in previous attempts was whack a udeflector to my walls, but i soon realised that it wont work all too well when i go to make odd shaped objects.
which makes me think, drag wont be all to great at the more complex shapes either...
i wish there was an easier way to do this, somehow rig pflow into reactor and give it "gooeyness"
perhaps theres some kind of liquid emulator script out there that would work in reactor...

02-24-2007, 07:23 PM
if you're using max 8 you can get the pflow tools freebies from orbaz.com. there's one called stop gradually that would probably work nicely as an alternative to drag

03-12-2007, 05:52 PM
Keyframe your drag values.... :thumbsup:

03-13-2007, 09:41 PM
if you're using max 8 you can get the pflow tools freebies from orbaz.com. there's one called stop gradually that would probably work nicely as an alternative to drag

side note: max9 freebies are out!!! hooray!

check orbaz.comīs support forum!

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