cascade in pflow

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Old 02 February 2013   #1
cascade in pflow

I am working with pflow with shape instances of animated flowers,

is there any way to offset the keyframe start of the instances with a controller, null geo or otherwise so that the animation is offset in a cascade?
Life is your work in progress
Old 02 February 2013   #2
You can try with collitions events.
Here's the link to a simple animation offset that i did with pflow

good look!!
Old 02 February 2013   #3
Thumbs up re:

I managed to figure out in some degree but in xsi and not max ( not a native max user) but im trying!

I see what you did there, looks pretty damn cool. and it works with groups as well. I was not aware that was possible.

I'll try to mess with this scene and see what i get, but that does help a great deal. I am worried that when the scene ramps to a larger resolution ( 5-10,000) that it will be significantly harder to manage. Have you had issues like this?
Life is your work in progress
Old 02 February 2013   #4
There is also the Particle Paint workflow. It paints seeds that define when the data is birthed to give you that offset effect.

"The Evil Monkey hiding in your closet."
Old 02 February 2013   #5
this is also very useful, thank you so much!

i am trying out the results right now.
Life is your work in progress
Old 02 February 2013   #6

ok so i tried to make my own version based on the nodes, a few things seem different.

In this case i decided to try using a custom deflector ( zigzag of a planegrid @ 4x1 segments)

and no matter what i change the particles seem to be getting "pushed" slightly in the direction of the movement of the deflector. now maybe it could be the deflector type, but I reviewed all the nodes that were plugged into pflow, and it seems to work but to a point. Im not sure what is causing the "phantom pushing".

also when an object of somewhat hi poly count (2000) per instanced particle,enters the simulation the scene crashes, so i must be forced to either lower the geo quality, or remove some elements of the animated geometry and replace with something else at render time.
Life is your work in progress
Old 02 February 2013   #7
You could probably try setting the Collision Operator > Collides > Speed > "Continue", that may remove the "Phantom Pushing". By default it is set to "Bounce".

And yes, PFlow can really take a hit when using very high poly instanced geometry. You would do well to optimize you geo's before assigning them to the Shape Instance Op.
If your geometry can make use of a Turbosmooth modifier, Pflow will respect its "Render Iteration" setting.
You may even try applying a ProOptimizer modifier to your high res geo, but remember to right click on the modifier and set it to "Off in Renderer" in order to view the "un-optimized - original" version during renders.

Hope this helps.
Old 03 March 2013   #8
Pflow Update

So I tried a few things and basically have to work like this atm.

1, geo was dropped to about 1500 poly
2. sim was set at 2000 particle with trigger > animated particle
3* maybe there is a way to cache this like in ICE? i was looking at cache operator looks like that it deals w render/view just would like to see it without having to render a sequence, even rendering a view capture is pretty slow by standard. I'll assume I am neglecting something w max workflow.

had to lower final particle emit count as 5000 would totally no go.
Life is your work in progress
Old 03 March 2013   #9
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