CGTalk > Software > Autodesk 3ds max > Particle Flow
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 05-04-2013, 04:45 PM   #1
d4rk3lf
Expert
 
d4rk3lf's Avatar
portfolio
Boban Krsmanovic
Nis, Serbia
 
Join Date: May 2006
Posts: 608
Particle frequency sync by particle age

I lost all day googlin', and trying to figure this out.

So I got (for example) some particles spawning simple planes with animated texture on them (explosion).
I did that with particle dynamics, and it works great, but what if I want few random animated textures (explosions) to be on each plane? Not to use one animated texture, but few of them (randomly).
I tried with multi-sub object, and with material frequency, but it seems that ignores the "Sync Frames to Particle Age" in bitmap settings.

Because my english is not so good, I'll give you one more example:
Imagine air-strike done with particle flow. Particle spawn on ground, animated texture "boom" and everything is working great with "Sync Frames to Particle Age".

What if I want to use several different explosions? Several different textures, but all within one particle flow system, not clone it for each explosion (I can't do that in my project).

Thanks in advance.
__________________
Now it's the time to be extreme!
Demoreel
website
 
Old 05-07-2013, 05:11 AM   #2
JohnnyRandom
Configurator
 
JohnnyRandom's Avatar
portfolio
John Rand
still wandering the binary void
salt lake city, USA
 
Join Date: Oct 2003
Posts: 5,000
See attached. (it is a larger file than I like to leave perpetually so I will eventually remove it) You can take a look at how this is setup. I think this is what you are looking for. There are two simple flows:

a. the first uses a standard shape cube and the materials are applied vie a material dynamic operator.

b. the second uses a shape instance and a group of three cubes each with a bitmap textures already applied and no material operator.

EDIT: Updated file
Attached Files
File Type: zip max2011_PFlow_AnimatedBitmapTextures.zip (260.8 KB, 5 views)
__________________
poof ~>Vimeo<~

Last edited by JohnnyRandom : 05-09-2013 at 03:23 AM.
 
Old 05-08-2013, 11:27 PM   #3
d4rk3lf
Expert
 
d4rk3lf's Avatar
portfolio
Boban Krsmanovic
Nis, Serbia
 
Join Date: May 2006
Posts: 608
Tnx mate, but it refuses to open (file open failed).
I am using 3DS Max 2011 64-bit , and it seems you're using it too... so I am not sure where the problem is.

If you're using 2012, can you please save it to 2011 (or somebody else)?

I really appreciate your time and effort Johnny.

__________________
Now it's the time to be extreme!
Demoreel
website
 
Old 05-09-2013, 03:24 AM   #4
JohnnyRandom
Configurator
 
JohnnyRandom's Avatar
portfolio
John Rand
still wandering the binary void
salt lake city, USA
 
Join Date: Oct 2003
Posts: 5,000
Ah sorry about that apparently max archive does not save to previous version as I had expected.

I updated the original post file, try that one
__________________
poof ~>Vimeo<~
 
Old 05-15-2013, 11:08 AM   #5
d4rk3lf
Expert
 
d4rk3lf's Avatar
portfolio
Boban Krsmanovic
Nis, Serbia
 
Join Date: May 2006
Posts: 608
Thanks a lot mate, and sorry for the late reply.
I've tried it now (Pflow2), changed the bitmaps to my explosion, and it worked.

One question:
Is it possible to delete the particles once the explosion happens, not to repeat it over and over again.
Oh... stupid me... when I write this question, I've remembered that I only need to check "hold" in materials bitmaps.

One of my first try's was like your setup, but I must have done something wrong, so it didn't worked.
Thanks again, I will use this often in the future.

Btw... here's the why I asked question at the first place:
http://forums.cgsociety.org/showthr...f=153&t=1105880

On the 1:51 I had that spaceship fires many missiles at the same time, and I wanted each of them explode above battlecruiser, with slight time variations of course.
I didn't do it (as you see ), just a bad fake with different explosions.
Maybe I will re-render that stuff again, even the client is happy with this.

While you're there, feel free to comment cinematic, I used Pflow pretty often in it. :P

Cheers to all.
__________________
Now it's the time to be extreme!
Demoreel
website
 
Old 05-15-2013, 11:08 AM   #6
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,480
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 03:47 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.