Particle collision

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 03 March 2007   #1
Particle collision

Hey guys i am using max9 with v-ray i am working on a dispersion effect but i am trying to find an easier way aroung how the particles disperce. I was wondering if it was possible for the particles only to disperce when they are being collided with a deflecter? instead of animating an opacity map to the particles. that way you get a more acurate effect?
 
Old 03 March 2007   #2
What do you mean by disperse? Normally I would think you're talking about movement but you make it sound like a material issue.
__________________
-Brandon Davis
 
Old 03 March 2007   #3
yea i want the object to turn into particles a disapear
 
Old 03 March 2007   #4
...using collision test you can have the particles then be affected by force ops or you can add a speed op in the following event.
__________________
http://www.fx-td.com
 
Old 03 March 2007   #5
alittle advanced for me SoLiTuDe any tutorial about that?
 
Old 03 March 2007   #6
Originally Posted by kriscabrera: alittle advanced for me SoLiTuDe any tutorial about that?



*Add a Collision test to your main event.
*Add a Deflector to define when your particles will start changing
*Create a new event which has either a force or a material animation synched to particle age or whatever method you want to use to disperse your particles. I would use a force to blow them away
*Animate the Deflector over time to affect the particles when you want - when a particle collides with the deflector, it will be sent to the second event where it will be affected by its operators and disappear or move or whatever.

See this post for an example:
http://forums.cgsociety.org/showpos...27&postcount=11

and this is the quicktime:
http://www.scriptspot.com/bobo/krak...ipate_tk100.MOV

I used a standard planar deflector and a turbulent wind force to create the effect.
__________________
Bobo
 
Old 03 March 2007   #7
yea thats what i am doing but u see how your objects is not solid its particles.(must have a high particles count) i am trying to keep my object visible not using particles and then as the object disapears the particles apear
 
Old 03 March 2007   #8
ooooohhh! I get it... ok... ummm... the easiest way IS using an animated opacity map for the birth. I'm sure you could make the particle appear on collision, but then the object would still be there. You're going to be animating the map anyway to make the object disappear, so it's kind of pointless to not use the map

PS: Bobo... any more cool news on krakatoa?
__________________
http://www.fx-td.com
 
Old 03 March 2007   #9
Originally Posted by SoLiTuDe: PS: Bobo... any more cool news on krakatoa?


What do you want to know?
Let's keep this on topic and talk about it in the Krakatoa thread...
__________________
Bobo
 
Old 03 March 2007   #10
yea thats what i have but i was just wondering if there was an easier way to have the particles appear, because know i am kind of having trouble syncing the particles appearing with the object dissapearing but ill get it. thanks for all the help guys i appreciate it!
 
Old 03 March 2007   #11
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 01:15 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.