Particle Flow Discussion


#5035

They have included polyboost, CAT, PF box 1 not least to mention mental ray :smiley: and probably numerous others. There’s are just too many to choose from with max ( which isn’t a bad thing :slight_smile: )


#5036

I didn’t want to keep it off-topic, but wich app have this kind of things integrated, besides blender? I was thinking about maya unlimited, but for the price I can get max + box2 + glu3d + fume… oh, and box1 comes with max 2010. :wink:


#5037

burnt sienna oils 200ml 15 dollars
36X48 Fredix Canvas 48 dollars
kolinsky 3 brush set 111 dollars
oak lyre easel 283 dollars

ORbaz technologies box#2 priceless.

All art is expensive. :slight_smile:
use your mastercard.


#5038

Houdini has that functionality and lots more, but at $8,000 for Houdini Master, it’s quite expensive.


#5039

Wait, and autodesk “intergrading” plugins isnt up to autodesk! they need to buy out that product. Its probably in sitni sati and olegs best interist to maintain there own products.

Its a bit of a nieve attitude to say “autodesk shoudl just have allt eh stuff i want in it”.


#5040

they coul’d try to keep it backwards compatible, so plugins have not to be rewritten for each version :slight_smile:


#5041

Cant believe the whining…
THIS IS AWESOME NEWS!
and about the price! wtf? It’s SO worth the money.

Great work Oleg and everyone that betatested.
This will boost our workflow like crazy here at mainframe.

Good times ahead!


#5042

Oh dear…

“Autodesk should just integrate all those plug ins inside Max”

Well… Autodesk cant do that, becuase they dont own the plugins. They actually do what you are complaining about. I mean, if you have a subscription plan you can get CAT for free because Autodesk bought out SOFTimage. But I like the fact that they remain plug ins honeslty, that keep the price of Max reasonable and allows you to cutomize for exactly what you need. With Houdini some peope pay 8 grand for an app, and probably about 500 or 600 dollars of that is to pay for developement of PyroFX which they will never use. I am glad that isnt the case with Max.

“Oleg shouldnt charge so much for the Boxes”

Okay, you spend the thousand of hours that is required for the devlopment of these tools, and lets see what you charge. Where do you think Oleg gets these great plugins? He isnt just using someone elses stuff, as far as I know he has no development team that codes for him, HE MAKES IT HIMSELF! That takes time (countless hours), resources, money and even alot of the times health and sleep on his part. I think his prices are perfectly fair, and with his prices, I think in the long run he loses out because he could charge alot more.

“Max is too expenzive”

Okay then, buy out Autodesk and lower the price. We will all be grateful to you when you do.

Sorry for the sarcasm, but I couldnt help it.


#5043

Yeah, and I have downloaded the last 3 or 4 releases of Blender and still cant get past the UI. It took my no time to learn Max, but after I think two years of trying to learn Blender so I could play with its fluids, I threw it away because the UI is rediculous.

I would pay the money for Max just because I can use the perspective view and I dont have to spend 5 years learning a GUI.

Anyhow… Box 2 is amazing.


#5044

dam…gona be 600 broke…there goes rent


#5045

“Screw a roof over my head, I’ve got PhysX Particles bitches!”


#5046

As box #2 uses physx technology, Is it going to have physx fluid simulation too? or soon?


#5047

Yeah, I was gonna go off about how the pricing is fine, and that 8 grand for Houdini is about what you’ll end up spending on max + all the fx plugins (some of which don’t work with each other, or even the built in max plugins very well), and that no matter what, you will pay for development of stuff you might not use (i’m not a modeler, but I’m sure going to be paying for modeling tools development…)… so instead of going on and on about that stuff which is starting to get way OT, I just want to congratulate Oleg for all that he’s accomplished… Box2 is a great addition to max / pflow… and will definetly be coming in handy in the future! :D:D

–Ian

^^I don’t see why the physx fluids wouldn’t be on “the list” but i’m sure it would’ve been too much to get done for this release of box2. I don’t think it’d be any sort of replacement for something like glu (or realflow, or houdini fluids) but it’d probably be pretty cool for simple stuff… though this example (only good one i’ve found) looks really promising: http://www.youtube.com/watch?v=XmqyyeNXA6A&feature=related


#5048

Maybe someone can write a fluids solver with box#2 + box#3 like the one thiago costa made for XSI using ICE: http://www.vimeo.com/thiagocosta/videos

It’s based on the same SPH paper, I think it will come to PF someday. :slight_smile:


#5049

^^I’m pretty sure it’s been possible to write your own fluids solver since day 1 with the sdk. There’s been one or two people that have done stuff like this already… just not the extent of the xsi community – from what i hear ICE is very open / and is probably a bit easier to develop for.

http://www.zhangy.com/main/index.php?module=documents&JAS_DocumentManager_op=viewDocument&JAS_Document_id=24

http://www.zhangy.com/main/index.php?module=documents&JAS_DocumentManager_op=viewDocument&JAS_Document_id=26

http://dimo3d.blogspot.com/2007/10/fun-with-fluids.html


#5050

That is bad ass thanks for posting that link, I certainly have some envy for Ice and Houdini’s architecture…some amazing stuff!


#5051

Hey Ian, I forgot about this one dimo showed… too bad he never released it.
Also the one from Zhang looks promising, I’ve tried the plugin and works fine but only for the demo scene. I guess now that the physx comes with box#2 it could be easier to get fluids now. Should we wait for box#4? :smiley:


#5052

Yeah, the physx fluids stuff should be “easier” now …but that’s assuming an sdk is availalbe for box2. I’m sure Oleg has it on his list of things to do. You guys can download the physx plugin from nvidia: http://sourceforge.net/projects/physxplugin/ which includes particle fluids… my first impression is that it’s not really all that great… maybe good enough for some basic splashes or something…? I haven’t played with it much. I could be totally wrong, maybe it’s bad ass… just all the stuff i’ve seen (minus that one examples) doesn’t look that production ready/useful. :smiley:


#5053

BERCON, will you compile a version where particle scale affects the radius of the metaball?

thanks,
nick


#5054

I hear the next version, due soon, will have this functionality :slight_smile: