Particle Flow Discussion


#501

Originally posted by BigRanS123
Did you use spring weights to create the drag in the hair?

Nope, straight out-of-the-box Flex modifier.


#502

If I saw folks 20 pages of posts ago saying they were late to the party… then I guess I’m well beyond that :stuck_out_tongue:

Anyway, I read all the way through this thread (and what a great thread) and wanted to share my laminar fountain attempt

laminar fountain

I didn’t know the name was “laminar” until I started looking for reference video, but it’s the “leap frog” fountains like you see at Disney World etc. Never did find a good video showing what the splash looked like, but as I recall they were pretty small.


#503

Sorry Bobo, I didn’t get it.

Where do you’ve applyed the modifier?

I’m having a strange problem, when I move my base object (sphere) particles stay in place.

No results here yet.


#504

First I thought he used some kind of script that would rotate the hairs around their base point when the speed changes, so more speed, more rotation or something like that.

I applied the flex to the original object, so it would be copied to the rest. I used ‘lock on emitter’ in position object. The hairs will turn, but will eventually turn into the teapot…

Who is nearing the solution to this riddle? :slight_smile:


#505

Originally posted by Rens Heeren
[B]First I thought he used some kind of script that would rotate the hairs around their base point when the speed changes, so more speed, more rotation or something like that.

I applied the flex to the original object, so it would be copied to the rest. I used ‘lock on emitter’ in position object. The hairs will turn, but will eventually turn into the teapot…

Who is nearing the solution to this riddle? :slight_smile: [/B]

You are VERY close.
Just one step missing…

Bobo,
The Teaser


#506

Ok.

I uploaded the file to Deetees pfupload:

LINK

Also, if you are having trouble with WMP, here is the same file with a .video extension (just rename it to .avi):

LINK

(Deetee, you can delete the file named Kame_TornadoSmallDivx.avi in the pfupload, its not working :scream: )

And, here is my try on the hairy teapot riddle:

LINK

Its just a script operator that controls the Box bend modifier angle. At the moment it just works with Z Movements, but i’m still working on it…

Or, you could just create a box with a flex modifier, instance it ‘n’ times, use particles to align them to the Teapot normals, and then just link them to the Teapot. :thumbsup:


#507

No, linking doesnt work somehow.

I have the base of the hairs (tapered prisms) moving with the teapot’s surface, but the rotation stays the same, so they will eventually stick through the teapot…

  • oh wait, linking the original prism to the teapot so it will inherit it’s rotation, I think that’s it… (or did you mean that KaMe?)

#508

If the hairs turn into the teapot, cant you then make a UDeflector and add the tpot in the flex? So it bounces off? I dont dare to open Max today. Have a project I have to deliver tomorrow, so havent had any time testing anything :confused:


#509

Well… it works for me…
And yes, you can add a UDeflector. You can add gravity to.
Here is a quick preview:

LINK


#510

Originally posted by Rens Heeren
[B]

  • oh wait, linking the original prism to the teapot so it will inherit it’s rotation, I think that’s it… [/B]

BINGOOOOOOOO!!! :applause:


#511

Hold on now… Linking the prism to the teapot? … Can someone post a scene soon… Dont tempt med to open max! please! :slight_smile:


#512

What i did was:
Use the same Flow as you used to align the particles to the teapot.
Create n boxes with flex (n = number of particles)
Use this simple script to align the boxes to the particles:


on Proceed pCont do 
(
	barr = $fbox* as array
	count = pCont.NumParticles()
	for i in 1 to count do
	(
		pCont.particleindex = i
		barr[i].transform = pCont.particleTM
	)
)

The boxes name must start with fbox.
Now just turn off your flow and link the boxes to the teapot :]

Worked for me… :thumbsup:

Edit: Ok, now i realized you don’t need that. You just have to link the original ‘hair’ to the Teapot and done…


#513

Originally posted by Bobo
BINGOOOOOOOO!!! :applause:

Bingo shmingo :slight_smile:
Not there yet completely, so you’ll have to wait a little bit longer :slight_smile:

I still can’t get them to inherit the rotation, this is what I did after I made the same setup as Bobo’s; the one with the static hairs:

  • Animated the teapot so that it rotates very nicely indeed;
  • turned on ‘lock on emitter’ in the position object operator;
  • gave the prism/cone an orientation constraint and linked it to the teapot, the hair now has the same rotation as the “hairy potter”;
  • I even turned on ‘animated shape’ in the shape instance operator;
  • dragged the slider and… AGONY! It’s horrible, I just know there’s Some Little Thing I Forgot…

Is there something I did wrong? It seems to me the prisms on the teapot should inherit the rotation from the original one like this… hmm.


#514

Niiiceee, greate game guys!

What’s next? :smiley:

[EDIT] 3 max files with my static hair tests:
http://www.redpixel.com.br/forumajuda/redpixel-cabelo3dsmax6.zip

ref:


#515

Originally posted by Rens Heeren
[B]Bingo shmingo :slight_smile:
Not there yet completely, so you’ll have to wait a little bit longer :slight_smile:

I still can’t get them to inherit the rotation, this is what I did after I made the same setup as Bobo’s; the one with the static hairs:
[/B]

Ok, here is my original scene:

http://www.scriptspot.com/bobo/mxs5/pflow/PF_HairyTeapot_05.max

Have fun!

Bobo


#516

now make it wet when it comes in contact with water :wink:


#517

now make it wet when it comes in contact with water

Now that would be a good challenge. :stuck_out_tongue:


#518

@ Allan : Yeah, cause you got to love those hairy wet things eh? :wink:

Would adding shapemark when it comes in contact with the water be a bad thing ? :confused:


#519

hair has completely different dynamic properties when it water than when dry, they aren’t just more shiny :wink:


#520

Bah, then throw in a gravity in the mix, on the flex! :slight_smile: