Text into wind blown sand

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  04 April 2013
Text into wind blown sand

Hi there C4D folks. New to the program (but not cg in general) and I'm looking to use it to make a piece of text appear to erode away into sand.

I've found tuts that use polyfx or other things that turn text in a particle effect, but it seems constrained/rigid for lack of a better word.

I guess what i'm looking to do specifically is make my text the emitting source for the sand grains, erode it away as particles blow off, and have those particles then be susceptible to wind effectors so i can scatter and swirl them on the ground.

Anybody know of a tutorial or a fundamental way of thinking about this that might point me in the right direction?

  04 April 2013
There is one, but unfortunately for Blender:

Cheers Cube
  04 April 2013

if you look into the contest browser->Studio->Thinking Particles->Examples->Documentation Examples->example12.c4d

This one might help you or at least give you a direction how it could be done.
  04 April 2013
Possible with a plugin solution, x-particles


  04 April 2013
my old TP setup, you can download hier
Attached Files
File Type: zip Magic TParticle v1.0.zip (49.7 KB, 53 views)

  04 April 2013
This is done with X-Particles as well.


but you could do that with thinking particles as well if you donīt have Xparticles.
What you need:
1) Something to voxelize your text such as proc3Durale (used here to get a point cloud), voxelizer or supervoxels.
2) clone TP or Xparticles onto that points of generated point cloud.
3) use turbulent wind with falloff to blow that particles away ( I used turbulence and gravity only to make it simply fall down, however wind would blow it away in addition)
4) something to shade your particles, pShade or TP with particle geometry
  04 April 2013
Thanks for the replies! I'm going to look into these solutions but in the meantime last night I had some success and then got stuck on something that is baffling me...

Here is what i tried
-cloners with tiny spheres (sand grains) - set to about 50 grains for working, but when i crank that up to 10,000 it looks like sand.
-cloners (1 for each letter of the word) are in 'object' mode with distribution set to 'volume'
-sand grain spheres have rigid body tags
-project dynamic gravity set to 0
-i then have a wind effecter set to 'cone' and keyframed to blow across the letters over time

Overall i'm happy with the result. Here's the problem
-this wind will completely blow away the first couple letters beautifully. By the middle of the shot (approx 2 seconds) it is leaving half the sand of the letters in place. By the time it is reaching the last letter it seems to have lost all effect.

For the life of me i cannot figure out what setting is causing the wind to lose its effect over time. I do think it is time related though, if I adjust the keyframes so the wind makes its trip in one second, it will blow away all letters, if I make it 8 seconds it will barely blow away the first letter before becoming ineffective.

Any thoughts?
  04 April 2013
after asking around and getting the solution from Tim Clapham (http://www.helloluxx.com), you need to go to the Dynamics Body tag -> Dynamics (tab) and zero out the Linear and angular Velocity Thresholds.
Follow me on Twitter@nosemangr - Watch me on Noseman's Youtube Channel
  04 April 2013
Originally Posted by benytone: my old TP setup, you can download hier

Maybe you can post the links to the documentation videos for your setup.
The old links (found in a 2008 thread) are all dead.

  04 April 2013
Noseman: Thanks a TON to you and Tim! That was the solution!

Out of curiosity, any idea why that parameter would default to a time limited sense? Seems to me the desired default would be to assume such a thing would act indefinitely once set in motion.

  04 April 2013
it's actually not a time limitation, but a distance (or rotation) IN time (1 second I think).
What this does, is it tells C4D that any object that has less motion or rotation than the threshold value (during 1 second), will be deactivated from dynamics and stop moving.
Unfortunately, it's the only way to make sure objects won't wiggle when they are NEAR rest state.
Make sure you increase the value (using a keyframe) to something larger than Zero, if you want the objects to come to a full rest after they drop to the floor.

Don't thank me, I'm just the messenger.
Follow me on Twitter@nosemangr - Watch me on Noseman's Youtube Channel
  04 April 2013
Another thing you may do, is combine the force (e.g. Wind) with a plain effector, so that the effector will give the objects a starting motion. Combine that with a "Trigger - At Peak Velocity" and you can control the start and end much more efficiently.

The "Threshold" starts "counting" when the dynamic is triggered for EACH object.
As long as the trigger hasn't been initiated, the deactivation doesn't come into play.

Sample scene attached.
Follow me on Twitter@nosemangr - Watch me on Noseman's Youtube Channel
  04 April 2013
Thanks for the clarity and sample. I was wondering if the force of wind would count as a 'collision' and considered reseting my dynamics tags to 'on collision'. But this seems like a more logical and controlled approach.
  04 April 2013
forces are not considered collisions. You can use a trigger object but that would be difficult to control in your case because it will continue colliding with the dynamics objects and spoil your simulation.
Follow me on Twitter@nosemangr - Watch me on Noseman's Youtube Channel
  04 April 2013
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