Pflow deform the emitter object

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  03 March 2013
Pflow: Deform the emitted object

I'm trying to make an effect not know if it's possible with 3dsmax.
The idea is as follows. With a particle emitter launch
planes and that these planes be attracted against another object.
When you collide with another object they should be deformed by the collision.
For example, it is as if an emitter launches
sheets of paper against a sphere, and these sheets caught the shape of the sphere.

A simple way by applying a cloth or applying a flex and get the desired effect, but I need to launch around 1000 and therefore need a good way to get it, and one is emitting particles.

Can you think of any way? PFlow, Thinking Particles, box3?


Last edited by Bor-P23 : 03 March 2013 at 06:21 PM.
  03 March 2013
Well, if it's a sphere, it's easy, because you'll just need to morph the shape to one conformed to the sphere - the angle which it hits won't matter. Not as easy with more complex shapes
  03 March 2013
No the problem is that object is not a sphere, has an irregular shape. I said what the sphere to simplify the explanation :P

Nothing found on the Internet that refers to a problem like this.
It is very difficult to create this effect?
  03 March 2013
Try to use TP - RBD deformation in groups tab.
Both tp and pflow not have a very good access to geometry.
  03 March 2013
Ok thx!
I try it, buy you know if exist a way to connect a deformer Like flex to a particle individually? Thats,s possible?

  03 March 2013
TP will collapse stack when referencing the original mesh.
You can make a "particles as objects" in TP but what you get is one big object.

Try to export you particles and then add a flex modifier to baked objects.
What you can do also is import them after export back in TP and implement them as VertexToParticles.After that you can do a Udeflector with you'rs object.
  03 March 2013
Probably a quick way to achieve something close to this is to use the Shape Mark Operator from PFlow..
The downside is it won't react in a physically-accurate sort of way (like cloth/rigid bodies).. but you would get your planes deformed onto the target object. The transformation is instant though.

just my two centavos
  03 March 2013
The Shape Mark Operator can be deformed by the object target? I don't Know that
  03 March 2013
Here's a quick test for the idea.

I attached a max 2010 file.

Also keep in mind that the deformations will only work as a flat plane.. You won't be able to use custom geometries as shape marks.
Attached Files
File Type: zip (66.2 KB, 39 views)
  03 March 2013
Oh great! It's simple!

If you can use The plane particles with a skinwrap in a more complex geometry that's would be great! You know if that is possible? Thanks for The example!
  03 March 2013
If you Set the Box Intersection option to Continuous Update and Align To Surface Animation in the Shape Mark it should follow vertex and transformation changes of the object they are colliding with.

NOTE: I would highly recommend using Cache Operators after the Shape Mark as the Continuous Update can be rather taxing.

"The Evil Monkey hiding in your closet."
  03 March 2013

Just wanted to express my appreciation!

This is what I love about this forum: I stumble across this thread, having never used shape mark before, and all of a sudden, it's illustrated beautifully, and I see a potential use for it.

I downloaded Galagast's scene, bitmapped a newspaper image to the instanced plane, and exchanged the cylinder in the above scene for an extruded text ("SELF"), with zero opacity, and I have a word forming itself out of newspapers. A bit like the scene in Brazil where the newspapers obscure Robert Di Nero, but instead of obscuring, it's revealing what's invisible. A great visual metaphor, for the creation of "self" out of memes (I'm trying to produce a documentary on the science of consciousness).

Thanks to everyone for the inspiration and the insight! Much appreciated!
  03 March 2013
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