Particle Dispersion then Re-formation. HELP

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  07 July 2006
Thumbs up Particle Dispersion then Re-formation. HELP

Hello everyone at CGtalk. Im new here, been using 3DS max for a few months. Ive gone through Allan Mckay's tutorial on particle flow dispersion from an object.
I wanted to use it in an effect im working on..
Its like this.. I want the object (say Teapot) to disperse into fine dust, maybe fall to the ground (Gravity) and then slowly move towards another point and gather and build up from there slowly to form another object (Say a Pyramid or something)
Now, the first part of dispersing the object is achieved.. Then, i did the following:
  1. Age tested the particles which are on the floor to some amount.
  2. New event: Find target> the new object. (i need help with refining this pls)
  3. New event: Position Object (for particles to occupy space on the new object surface)..I need help here too to start the particle occupation from bottom to top.
  4. Slowly Fade the particles and bring the actual Geometry to view.
Im looking forward to being one among all the CG artists here.
Waiting for a tip on how to solve this.
Thanks
 
  07 July 2006
Anyone? Any ideas? please pool in!

thanks
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  07 July 2006
You can start on this thread. http://forums.cgsociety.org/showthread.php?t=376148

Same thing only different.

For the rebuilding there's a discussion about building a structure brick by brick from the ground up with particles. I think it's burried in the monster thread sticky above.
 
  07 July 2006
Im taking a look at the thread now, thanks!
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  07 July 2006
Ok, i checked the link, couldnt find the right answer im looking for...
i cant even post the test renders to give you guys any idea becos of the size limit..

Also, how can i use motion blur with particle flow? Object motion blur is too damn slow with mental ray as well as scanline.. what options do i have?
 
  07 July 2006
I've been playing around with a way to achieve a similar effect to what you described and ive come up with a way that seems to work quite well.

In order to get the particle to go onto the surface in a certain way you can use a find target in combination with an object that has a "deletemesh" modifier and a "volume select" modifier or two on it. By using the volume select to select certain parts of the geometry and then the delete mesh to get rid of it you can cutout all the geometry you dont want the particles to go to.

An easy way to do this is just animate the volume selects's gizmo to move upwards so it reveals the geometry. Just make sure you have the "deletemesh" modifier above the the "volume select" or it wont work.


Hopefully this helps and sorry if it doesnt make much sense, ill try and explain a bit better if you dont understand when ive had a bit more sleep.
 
  07 July 2006
I never tried that, but i think, you could try it with a speed by surface. and combine that with some ''compositing''. I think about the same way as your disperese, just the other way round

lets say, your particles are on foot. and move to one side. when they find their target, the move to the speed by surface, and move along it continuosly. when you have a lot of particles, they will build the shape of the object.

in the same time, the object is transparent. make a gradientramp in the opacity mapslot. and make it go from bottom to top, from black to white.
this will make your object get visible from bottom to top.
in the same time, make a deflector go from bottom to top, which sends the particles to the next event. in this event, the particles get smaller(scale operator), and die after some frames.

I hope you get the idea.

I never tried that, but it could work i think.
 
  07 July 2006
Ok, firstly,

psy_med: This is something that could definitely do it for me, will give it a shot when im with Max. thanks.

secondly,

CaptainRed: Hey there, This is exactly what i did ( the opacity map with gradient ramp animated flags) but i dint use the speed by surf operator, i will try it again with the suggestions. thanks!

Here are some renders at frame 0, 100something and 250. the remainig half or the build up of object two takes place at the right and is yet to be rendered.

Tell me what you think uptill now. (Im looking for a space that lets me upload my files, where can i do this?)
Attached Images
File Type: jpg teapot1.jpg (25.6 KB, 86 views)
File Type: jpg teapot2.jpg (38.1 KB, 161 views)
File Type: jpg teapot3.jpg (47.3 KB, 155 views)
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Last edited by adityaprabhu : 07 July 2006 at 10:55 AM.
 
  07 July 2006
http://forums.cgsociety.org/showthread.php?t=256465here are some places where you can host your files.
 
  07 July 2006
test render of the first part (low quality)http://www.megaupload.com/?d=FTNCPVY7
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