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Old 06 June 2016   #1681
cebas thinkingParticles subscription drop 4 is out with a lot of new features!

tP now supports UHD screens and 3ds max 2017 among many new features and fixes!
Check it out here:
http://www.cebas.com/?pid=news_article&nid=568
 
Old 06 June 2016   #1682
does anyone knows howto bake this?

Max 2016 + TP 6.2

 
Old 08 August 2016   #1683
I am trying to create life cells dividing animation using Particle Flow in 3ds max 2016. I have mature cells particles which interact to each other using physics simulation (mParticles). At some point these particles have to spawn new small particles from the surface of the mature particles which start grow around parent particles and still use physics simulation with other particles. The problem is that I cannot change the collision shape size for the growing particles because of NVIDIA Physics limitations used for that purpose. Is there a way to make such animation using TP? Thank you!
 
Old 12 December 2016   #1684
Awesome free TP training material

Hey guys, i hope it's ok to post this here as this is some completely FREE training material by Allan McKay! (Lots of TP and FumeFX stuff!) Some of you might have seen this already. Those of you who missed it be sure to check it out. It's only gonna be online until Dec 29. Have fun!

Reverse Gravity - Live Action Series - Mega Training (by Allan McKay)

Cheers!
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Old 12 December 2016   #1685
Hi, after years of using pflow, i'm learning TP and struggling to do some things that seam straight forward to me.

Text object that i have VolumeBreak into chunks. Then i have a deflector passing through the text that sends the chunks to a wind force and blows out of frame. Now i want the whole thing to be made of particles (using frost later) not mesh, so i figured i would just birth particles on the mesh volume with a motion inherit and they would stick to the chunks blowing away until i tell them not to. How do i inherit motion from the chunks?

any help muchly appreciated.
 
Old 04 April 2017   #1686
Hi guys, i need help. i want to achieve the disintegration effect, like now i have only a model with texture materials when its fragmented into smaller pieces, like slowly destroyed from color material to ash material, its changing instantly, i want a transition like from color material to slowly changing to grey and then dark ash material.. i think its the simple one..

here is what i have done in tp.
[img width=800 height=411]http://i66.tinypic.com/zvoe35.png[/img]
 
Old 05 May 2017   #1687
Thinking Particles webinars on tree rigging and floating objects

Hey guys, I'll be doing 4 webinars on how to do tree simulations and objects floating on water surfaces using Thinking Particles.
I'll be covering many aspects of TP when building the setup, which is great for learning the software. Even if you're interested in other topics, it might just show a solution where you didn't expect it.

It's free to watch live, starting this Friday, May 5th

video announcement

Register here
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Last edited by CapitanRed : 05 May 2017 at 05:28 AM.
 
Old 05 May 2017   #1688
Motion inheritance from particles @joecoke69

@joecoke69

the motion inheritance node does not allow you to track transformations from particles, only form scene objects.
If you want to inherit particles motion, have a look at pAttach.
If you want a soft falloff for inheritance depending on distance, use a pSearch, and blend between your particles and the pSearch average velocity based on distance to closest or average position.
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Old 07 July 2017   #1689
hey

I am tring to do something that, I thought would be simple but I am having an issue understanding how this works in TP I have this setup below* which colors the particles based on* texmap then what i wanted to do is based on the map I want to send them to a different group where the forces are. I cant figure out how to setup the color threshold as the group node is not exposing this parameter. ultimately the texture will be animated and be on a animated object. Thanks
 
Old 07 July 2017   #1690
solved*solved

Last edited by Mills : 07 July 2017 at 05:02 PM. Reason: solved
 
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