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Old 01-04-2013, 06:32 AM   #1
bluehonda
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Ryan de Guzman
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nParticle cloud - texture rolling/billowing.

HI! all. Have another question for our problem solvers out there. Thanks in advance.

Im using nParticle cloud to make a cloud like character. I got the nParticles goaled to my surface mesh. and collisions turned of. since i just need them to stick to the movement of the mesh. All of that been taken care of. they stick to character and render looks good. It looks like a cloud character. I just need to add a little movement to the cloud. Like a billowing movement of the fluid texture. I tried placing a runtime exp on the "texture time" attribute of the fluid (something like, "textureTime = time * 0.6;") but when i render it still doesnt roll or billow.

I tried turning on rotation on nParticles but it still does not move. Maybe thats because my nParticles are goaled.
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Old 01-04-2013, 02:05 PM   #2
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You need to actually add some rotation values to your particles.
Just enabling rotation only makes them rotate when they are colliding.
You need to pull out some rotation expressions to get things spinning.
I created a spinPP float attribute to have all my particles rotate at constant but different rates

//CREATION EXP: By seeding the random values with the particleId you get
//the same results each time...but different values for each particle.
$seed = nParticleShape.particleId;
seed $seed;
nParticleShape.spinPP = rand(5,25);
//sphrand gives you a random vector
nParticleShape.rotationPP = sphrand(360);

//RUNTIME EXP: During runtime you just add to the rotation values to make them spin. I break up the rotations more with some random sorting

$seed = blast_PRTShape.particleId;
seed $seed;
if(rand(0,1)>.85)
{
blast_PRTShape.rotationPP += <<nParticleShape.spinPP*.25, 0, nParticleShape.spinPP>>;
}
else
{
nParticleShape.rotationPP += <<0, nParticleShape.spinPP, 0>>;
}

Hope that helps some...and that it makes sense.
~Ben
 
Old 01-11-2013, 03:55 AM   #3
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Thumbs up

hey, thanks a lot. will try it.
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Old 01-12-2013, 01:42 PM   #4
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Richard Culver
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Sorry I am just learning Maya coming over from Softimage and a little experience in ICE.

I assume you can create billowing particles with rotation without using an expression right? Is this because you have the clouds attached to a character?

Isn't there a parameter in n particles to create smoke and billowing clouds, fire and so on. I mean a rotation parameter that rotates the particles?

Going to be studying particles soon here. But I was just curious.
 
Old 01-12-2013, 03:18 PM   #5
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If you are just covering a mesh with particles then there is no instant animated rotation button...heck there isn't even and instant random rotation button. For better or worse particles in Maya still rely heavily on expressions if you want to fine tune things. Which, after bouncing around between Houdini and Realflow over the past year, I have to say is kinda nice sometimes...sometimes.
 
Old 01-12-2013, 04:04 PM   #6
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Yeah. Interesting.

Semantics, but I did not say button, I said parameter.

So do you mean only when it is in a set up like this?

In ICE you have an node to set point point position into which which you can simply plug a randomize node into. I mean in the simplest form. It can get complex. But there are already lots of included compounds and even presets for smoke and fire that you can go in and edit.

OK so I am not trying to make this an ICE vrs.... thing to set this thread off the rails.

I just want to clarify that point. Anytime you want to create smoke and fire or billowing clouds it requires expressions?

Or only if you have attached it to a mesh?
 
Old 01-12-2013, 07:06 PM   #7
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Sorry, didn't mean to sound snotty by saying there is no instant button...but there is no button or parameter to get auto rotations for particles in a setup like this thread is discussing.

You can definitely create smoke, fire, clouds (billowing/wispy/magical) without even knowing expressions exist.

As a further suggestion to the original poster, while you are adding rotation you could definitely benefit from adding a bit of scale movement as well with creative use of the scale ramp or add a scalePP expression using a sin() cos() function.
 
Old 01-12-2013, 07:43 PM   #8
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OK, Very good. Thanks for the clarification.

And also thanks for the solution. If I ever need it, I'll come to this thread.
 
Old 01-12-2013, 07:43 PM   #9
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