Pflow + Blobmesh + materials

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  01 January 2007
Pflow + Blobmesh + materials

Hi all,

I'm wondering...if I've set up a pflow with some material changes...is there a way to make blobmesh inherit those material settings when applied to the partical system?

Thanks
__________________

 
  01 January 2007
Originally Posted by gringer: Hi all,

I'm wondering...if I've set up a pflow with some material changes...is there a way to make blobmesh inherit those material settings when applied to the partical system?

Thanks


BlobMesh is a separate compound object. All it takes from the PFlow (or a mesh) is the location of the particles (or vertices) to define the influence fields and build an iso-surface which is a competely independent mesh. and it has its own material. So I would guess that no, you cannot.

But then again, it would be theoretically possible to write some script that finds the closest particle to each face in the mesh and assigns a material ID to it or whatever material settings you had in mind.
For this, you would have to capture the Trimesh from the blobmesh, process it as mentioned above and assign to an Editable_Mesh object. You could create as many such clones as there are frames in the animation and set visibility keys to hide/unhide these snapshots over time so just one is visible per frame. Of course, this means no way for motion blur or other sub-frame interpolations, but we are talking about theory here...

I know it sounds hacky, but better that than nothing.
__________________
Bobo
 
  01 January 2007
Thanks for the snappy reply Bobo. Unfortunately, I know absolutely nothing about scripting. I guess I'll abandon the use of blobmesh and try to get the result I'm after another way. I'm doing a water spurt from a fountain. The water errupts upwards, when it reaches near its peak height, the material changes to a more frothy white and then cascades down, with a slight divergience.

If I use other meshes (instead of blobmesh) with the particles, will they inherit the materials and thus the changes within the pflow system?


cheers
__________________

 
  01 January 2007
Originally Posted by gringer: Thanks for the snappy reply Bobo. Unfortunately, I know absolutely nothing about scripting. I guess I'll abandon the use of blobmesh and try to get the result I'm after another way. I'm doing a water spurt from a fountain. The water errupts upwards, when it reaches near its peak height, the material changes to a more frothy white and then cascades down, with a slight divergience.

If I use other meshes (instead of blobmesh) with the particles, will they inherit the materials and thus the changes within the pflow system?


cheers


If you are using just the PFlow with whatever meshes you assign to the particles, then you should have more control.
Actually, right now Blobmesh is broken in Max 9 and does not let you pick separate events.
But in the past, you could have created two blobmeshes, one from an "up" event and one from the "falling" event where the material changes.

If you are using a single-sided raytrace material for the drops, you could probably get away with just spherical drops without blobmesh - if you have many of them, they would probably merge enough to build a single surface. If you are rendering with double-sided material though, you might see too many internal faces which would not be there in the typical blob geometry.

Note that if you go with just particles, you can use the Particle Age map to control the color or opacity of your material. For this, you would have to provide a Delete operator to define a life expectancy for your particles, otherwise the map would not be able to normalize the Age and distribute the colors correctly...
__________________
Bobo

Last edited by Bobo : 01 January 2007 at 06:02 AM.
 
  01 January 2007
Thanks very much for your help Bobo, I appreciate it. Have a good day!

Cheers
__________________

 
  01 January 2007
Hi gringer,

You can do this absolutely easily with a falloff/distance blend! Place a helper on the top of the fountain, and use the distance to it in a faloff/distance blend map in your diffuse (or whatever) slot.
 
  01 January 2007
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



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 01:20 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.