1 month and a few days, it’s due march 30th, y arn’t you entering? you got some really impressive stuff, you gonna kick our butts 
anyways, testing new links
Bones:
Link (too long to show)
this one is the particle fire test i did.
Link
1 month and a few days, it’s due march 30th, y arn’t you entering? you got some really impressive stuff, you gonna kick our butts 
anyways, testing new links
Bones:
Link (too long to show)
this one is the particle fire test i did.
Link
ah yeah i remember! forgot how close we are to our luck 
first of all thanks for the flowers
the thing is i have to work 
we´re in production atm. i don´t have to work this week but i have to get my ducks in a row you know…2-3 one day-only-freelance assignments ahead. plans on visiting siggraph and stuff…maybe i´ll help out here and there or join in as a flashmob action when i have the time 
damn i´d love to join but it wouldn´t be fair for the team if i have to quit during the process because work calls you know…
concerning your bone fraggs: maybe get rid of the minor jittering towards the end. it´s always a hassle with smaller pieces i know 
concerning the fire i´s say good job! pretty much allan´s approach, right? if you have glu at hand give the pWrapper a try. Sam already got great results with that technique. well and fume is perfect for the job of cause
IF available…but hey! i do a lot of debris stuff with simplest flow setups only…
kind regards
anselm
yeah basically allan’s way, he’s da man!! yeah the small pieces seem doesn’t wanna be frozen, and i don’t think i need to use Fume, but i sure can use it but it’s gonna take so long to render, and apparently i don’t really need too realistic a fire.
and a think the little jittering should be okay, it’s gonna be hiden by all the other particles and it is possibly out of the shot anyways.
anyways, duty calls, but it sure is nice having you around. anyways, i’m gonna keep working, if this turns out to be quite nice, i’m gonna put it in my demo reel 
a particle fire test i’m not sure about this being the final version, but it is kinda acceptable
Great work, I really like it!
And about the fire, try also the metaballs method with fallof shader. It’s great, and the results are pretty realistics and useful when you haven’t a fluid simulator. Lookat my example (Houdini, not max)
nice job! Deko-LT has a nice “blade creature” scene on his site!
the thing with the delete mesh modifier ans soft selection always is the abrupt deletion
i wish there would be a smoother way…
kind regards
anselm
am i like the only one working here?
anyways, update, here’s the particle flow i used on the sphere now on the human, tweaked it a little, tell me what you guys think
Download Link
btw, Marth 24th 2007 is shutdown day, i’m shutting down my computer for a whole 24 hours (i hope i can do it, i usually can’t live without my computer for more than an hour), will you do the same?
ah nice!
fire: Flow, Guy: TP ? seems pretty mich that i would have taken the same road 
kind regards
anselm
the guy is just a mesh with shader that makes him disappear, notice the shadow of the guy is still there, and yes, al pFlow, i only used TP for the bones, due to i’m not too good at TP ,yet
yeah i ment the “interior” with “guy” 
so it´s pretty much Deko´s approach PLUS some falling ash
really like it! this is going to be ubercool!
cheers
anselm
cool site, been there before, bookmarked now 
anyways, i just wanna say i got accepted to the Microsoft Windows Home Server Private beta, which is awesome, so i’ll be testing out the new window home server 
and i didn’t not copy Deko’s stuff 
please don´t see my comment like that. wasn´t ment so 
congrats on the beta!
cheers
anselm
hey, don’t worry, that’s just me trying to be funny and failed miserably
right now i’m just tweaking out the color and some more little stuff. and i’m planing out the shot, it’s gonna be cool (hopefully).
cool one…
only thing from my ill point of view (no serious I got a cold) would be the ashes (black) particles are there to early. They should be more like at the end.
Or maybe just the medication kicks in.
Greets.
a skeleton crowd simulation test
kinda related to our project but not really, we are gonna do crowd simulation tho, a bit.
have fun
haha! kung-fu crowd!!!
so you do mass disintegration?
nice rigging job on the sceletons tho.
BadG3r is right, maybe some “glow > ash particle age mapping” should get rid of that issue.
kind regards
anselm
hey nice work so far! keep it up, looking forward to seeing bigger renders and closer up. I’d say let those last remaining particles die out instead of flying all around for as long as they do.
just an update to tell you guys we are still working on it and not ditching this thing, we do have new renders but apparently my partner does not want to release them 
it’s pretty cool, i think you guys will like it, maybe i’ll post out a still frame later today, have to talk to my partner. good luck to y’all on the last few days ![]()