A lot of new TP tuts at Cebas' Youtube channel


#9

yea the tutorials are great, just playing with the FRparticle lights atm…freaking awesome…wish vray was that integrated with TP.

I don’t get it, these videos are dated back to like 2008, were they locked away some where on the cebas site? surly CGFuilds would have posted these as well…weird


#10

Vray and TP play just fine together, they just don’t have a particle light plugin… :smiley: There are workarounds for doing doing the same thing, like linking particles to spheres, using tp to control the spheres, which in turn control light positions.

Oh, and I’m not sure why they held onto Joe’s tutorials for so long either, I’m sure it’s to help promote Tp4 in some way… should generate a bit more interest since now there’s a whole ton of good (and free!) training.


#11

A thought…
If you have both renderers installed shouldn’t it be possible to use the FR lights for fragmentation then cache the sim and render with Vray if you don’t need the illumination?
You should also be able to enable groups as objects on the FR light particles and use Vray mesh lights or the Vray light material if you needed the actual illumination.


#12

I’d like to know where I can find that cool color picker he’s using.


#13

Also, if I remember correctly, the fr particle lights might illuminate scenes with other renderers as well, no Fr here to test however.


#14

Same here.


#15

Just an FYI, hop on over to Cebas and see whats there :wink:

EDIT: Oh and frParticleLights work with other renderers (the results may vary) and Particle Flow :slight_smile:


#16

The Mother of All Particle F/X …
and a DVD to go with it!
:drool:


#17

Rif just posted:
http://www.cebasstation.com/index.php?pid=product&prd_id=109&feature=1082

Any comments from beta testers?


#18

It’s better. :beer: I really like the workflow for the VolumeBreaker, the new MaxScript operator opens up a lot of doors, and also the additional maxscript access is great! The new Shape collision is much much faster, and the joints are really sweet (and fun) too!


#19

LOL, that could be taken out of context! :smiley:

oh hey look at that didn’t notice that was Hristo’s DVD, cool man:)


#20

That could be taken out of context too… :slight_smile:


#21

lol touche :slight_smile:


#22

Yea for the most part they do work, but I’ve been severely burn on the farm when the TP system is deleting geometry. I kept getting Vray crashes as it’s trying to make a Velocity pass

OMG…all the new TP4 fragment node look sick.:buttrock:


#23

Hmm… I’ll have to double check that, pretty sure I haven’t had any issues I’ve yet to run into any issues with Tp4, and we’re all Vray.

The thing that blows is still Mental Ray and it’s handling of multi/subobject materials. It’s pretty much useless for any sort of particle work (pflow too) in max… if there is a single static material on everything it’s fine (but moblur is only still single frame interpolation), as soon as you add different materials to different particles, it falls apart pretty fast, it starts messing up material assignments… :sad:


#24

V-Ray does not recognize TP as a particle system specifically (this is only coded for Particle Flow currently), so it will try to motion blur the TP object as a regular mesh object, by evaluating it at several different moments of time. If any particles are deleted between this moments, then there will be issues (similar to the issues when trying to motion blur meshes with changing topology).

Best regards,
Vlado

That was the response i got over at the Vray Forums

lol ,yea I haven’t opened mental ray up in a few years now :smiley: Started in Maya with mental ray when i switch to max/vray i never wanted to go back hehe

On a side note guys:
I tried to make a TP sticky thread ;)…do I smell or something…oh wait


#25

Hmmmmmmm good to know! Now if only we could get Cebas and ChaosGroup to play nice and get a fix for it! :banghead:


#26

Yeah VRay doesn’t like it when you delete particles. You can move them in a non-renderable group instead.


#27

Could you please elaborate on “workflow for the VolumeBreaker” i went trough all tutorials
and cant seem to get the hang of it… thanks


#28

Did you go through all the TP4 sample scenes?
Basically you set an object to be fractured with the new VB node.You can define the cells to be created with he VolumeCell node(if you want more control/custom breaks), then use lights / texture map or better yet, the volume active node to trigger the cells in a different group.