Thinking Particle's 3.0 Tutorials


#125

The goal is to make you proficient in the tools TP gives, and more importantly - in building TP systems. It looks at basic, intermediate and advanced concepts, and how they are implemented in TP, and will be pretty exhaustive. There will also be a second DVD, in a few months hopefully, where the more artistic side will be explored.


#126

:buttrock:

Very cool…


#127

@Glacierise: looks promising! Any ETA?
@Headsmell: Can you upload all existing TP tuts on ur HD to rapidshare? Would be really awesome. A Torrent file would be a good alternative too.


#128

Release date is not gonna be far away and will be announced soon.


#129

@Headsmell: Can you upload all existing TP tuts on ur HD to rapidshare? Would be really awesome. A Torrent file would be a good alternative too.

If you go back to page 7 of this thread

ulb was kind enough to put everything up on Rapid share
:beer:


#130

cool thanks mate.

Hristo …looking sweet man.:smiley:


#131

Yea I gotta update my shit…
sry i have been so vacant lately, I got a bunch more coming.
I have a new site, Ill be posting rapidshare links soon,

and thx again ulb

–Andrew


#132

Hi,
I’m trying to control with curve, random values assigned to each particles. I remmember this setup in some tutorial. It was setting particle size with Random Op, but with custom curve you could control bias of the random values. eg. majority of higher values from random op range were chosen.

Hope u understand what i’m sayin :slight_smile:

cheers!


#133

valueTOtime op


#134

I’m familiar with valuetotime, but don’t know how to utilize it in this case.


#135

You create a random value per particle, in a range of let’s say 0…1. Now what the value to time setup gives you, is basically the position in the animation of a certain node, for each input value. It’s exactly that animation that you can control in the curve editor to get biases, etc. So the setup is - random-valuetotime-float, with the time output of the VTT linked to the time input of the float. then you tweak the float’s curve, and probably multiply by a max value its output, and there you go. Non-linear animation is a bit of a brainbender, but it’s explained in my DVD, so you might wanna check that out :stuck_out_tongue:


#136

Thanks, it works the way I needed.
It’s true about this VTT mindbender thing…

cheers


#137

I was cleaning up one of my hard drives today and came across the content from Andrew Melnychuk’s website.
I’ve uploaded it all to Rapidshare.
I’m pretty sure it’s everything up until the site went offline.
Most of it is mirrors of the stuff that ULB already posted, but there are a few more things.
Enjoy.

Avoiding Deforming Object Collisions
Part 1
Part 2
Part 3

Black Boxes & TD Tools
Part 1
Part 2
Part 3

Bring To Node

Caching For Production
Part 1
Part 2

Distribution Curves

Drip Map
Part 1
Part 2

F-Curve Expressions

Fun With Orbit

Intro To Thinking Particles
Part 1
Part 2

Melting An Object
Part 1
Part 2
Part 3

Missile Impact
Part 1
Part 2

Modular Design
Part 1
Part 2

Quick Skin Tatters

Tesla
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6


#138

I got unlimited bandwidth recently, so I can host them temporarily, until Andrew reopens his site, if he’s ok with that. Rapidshare blows :slight_smile:


#139

Ok, they are up! There is a new topic in tutorials/thinking particles, the tuts are there. Enjoy!

http://velevfx.com


#140

I have been trying to do some arrow particle system, but I kinda failed at collisions.
Basically, when the arrows(boxes really) hit the ground node, they keep jittering around.
The problem I am having is making them collide realistic with the ground.

I born and align them, give them gravity, and then just got a shape collision node connected to the floor. Changed the subsampling at 1/2 frame, and the voxel grid at 10.

But now I am stuck…
Scene File . Any ideas ?


#141

When they hit, send them to a new group that doesn’t have any forces or SC acting on it, and stop them with velocity 0.


#142

I think he want the arrows to naturally ricochet around bit after they hit


#143

Thanks, but I need them to collide with the floor, not stick into it. The sticking part I manage, the bouncing off the floor I don’t.


#144

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.