Budweiser "The Wave" Commercial questions..pFLOW

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Old 10 October 2006   #1
Budweiser "The Wave" Commercial questions..pFLOW

I've been looking at the ad Budweiser "The Wave" by Method Studios -http://www.methodstudios.com/movie/747.html

I'm trying to get a similar look using the rotating/flapping boards. Is there any alternative for Massive or AI implant which is what Method Studios has used. Can some sort of particle or displacement be used to achieve this look? Can someone point out how to go about getting this to work.

- Nitesh
Old 10 October 2006   #2
My guess is you would follow a system a long these lines.

Create mesh where you want the boards. Sub divide to give you the desired vertex count in relation to the number of boards you want. Create a particle on each vertex with a normal that is parallel to the surface of the creation mesh. Then you're going to probably use a texture map to drive the rotation between 0 and 180 of each particle. I'm not exactly sure how to do the last part though .
Old 10 October 2006   #3
thanks for reply

i tried the same thing with PF,i genrate planes using a texture map then i attach "go to rotation test" it gives me 70% similler effect.
pls tell me hw can i attach texture map to the rotation.

Old 10 October 2006   #4
It's going to require a script Operator which I don't know very much about.

I recommend reading up on Bobo's "Inherit Texel Color From Emitter" article. It discusses getting values from a surface mesh's UV coordinates. You hould be able to modify that script to instead of assign texel color to the new mesh, assign that RGB value to the particle's rotation value divided by 1.415.
Old 10 October 2006   #5
pls can u show me the link of Bobo's "Inherit Texel Color From Emitter" article..

Old 10 October 2006   #6
if you share an assembly file maybe we can help you more dediceted...

just in case you have the toolbox #1 use the mapping operator. otherwise i would recomend using bobo´s method: http://www.scriptspot.com/bobo/mxs5..._inherit_UV.htm


Old 02 February 2007   #7
hi guys. i am doing a simmilar particles effect now, and have also a question about the mapping. the link posted did not work, so i'll post my question.

i have a plane 10x10 units as a object instance for my particles. i have another plane with 100 vertices as a distribution object for the particles.

and i want 100 particles, which build a surface, to show a image.
for that i have applyed a uvw map to the distribution object with map channel 2. and also the particles have a uvw operator, with this channel assigned. but the particles do not show the image. so how can i make many particles to show one texture over the whole shape the particles build. and when i move these particles, to keep them the parts of the image, so it looks as they would fragment this image and rebuild it somwhere else?

is this what bobo's script is doing??
Old 02 February 2007   #8
best way would be the mapping object operator indeed!

or another approach i did a year ago or so...:

PFlow with explicite UVW Mapping:

MAX8 File

Preview Movie

For the rotation of the Buswiser cards i would try some "Go to Rotation" tricks...hope that helps...

kind regards


Last edited by PsychoSilence : 02 February 2007 at 02:17 PM.
Old 02 February 2007   #9
yea, thanx, looks cool your animation.
thanxs for the file. I'll have a look at it now

for the rotation. I did an agetest, where all particles go to a spin operator. and its value is set to 180°.below it it is a second age test with 30 frames event duration. for some reason, pflow reads this, as it has to rotate exactly this 180° in 30 frames, and then sends the particles to the next event. and thats what i wanted

there i placed an other spin operator with 0° rotation, to stop them.
Old 02 February 2007   #10
post your result in form of a maxfile as well if you like

Last edited by PsychoSilence : 02 February 2007 at 02:39 PM.
Old 02 February 2007   #11
i did a quick file which shows how the rotation is controled. actually i tought that max reads how long it has time to rotate in the agetest operator. but this is not right.

I found out that the value for x,y or z is a time value. so if you set one of these to 1, and lets say the rotation value should be 360°, then it will rotate each particle in 1 second 360°. so this means, if you set your age test to 30 frames(which was in my case ) then the particles will rotate exactly the value you want in this time, when you stop the rotation in the next event. this is also a nice way to do it

unfortunately i don't understand your script psychosilence (have to learn that...daaamnn!! )
I tried to do it with the mesher, but the uvw map is on top of it. so it cant show hte backsite. perhaps with some render to texture or something. i don't know. i think your script will work for me, if i find out how it works
Attached Files
File Type: zip particle rotation controle.zip (22.7 KB, 44 views)

Last edited by CapitanRed : 02 February 2007 at 03:52 PM.
Old 02 February 2007   #12
thanks pal!

maybe i can explain on the script later on...
Old 02 February 2007   #13
There's scalebymap thread started here:

It's a trivial matter to switch the final step to rotation instead of scale. I even did a quick test on my own where I animated a bunch of spinning planes using a quick rotoshape in combustion.
Old 02 February 2007   #14
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