hey, need quick help, whats the best way to control particles with sound file?
i got like a spawning line in one directon and would like to alter its scale/speed/direction
Thinking Particles
@Depleted Yeah man! The deep stuff will finally make rendering/comping of volumetrics proper. And at some point Autodesk’s Naiad will come out, and that should give us the awesome FLIPness 
You can assign the audio controller to an animated float and pick the data from there. Or, if you wanna see it - put it on the z axis of a point helper, and pick the position of the helper in TP.
Dude it’s freaking awesome. Do you guys have a solution in place at scanline? It saved the day on the Zerg cinematic.
We use houdini here so we can get deep camera maps from renderman. Nuke has the tools already available. The only renderer I’ve come across that really kicks out dTex files is render man.
Ive read some stuff on a vrst reader in nuke that gets deep files from vray. I’m going to try and get my hands on it.
I’ve mostly done RBDs at Scanline (I left a few weeks ago) so I don’t really know
I’ve asked the Chaos Group guys about if it’s gonna be in VRay, so let’s see!
Ah cool cool. How the show go? Are you allowed to say which one?
I hope alot of people are asking chaos group for it. Deep comping plays nice in pipelines.
It was Iron Man 3. Classical big destruction show, from what I was doing. Plenty of time, ran smoothly, great results - best project I’ve been on! Good times 
I got an answer that something’s cooking for vray to deep - positive outlook
And btw, I’ll be in LA in April, we could get a drink 
thanks, that was easy;)
yet using audio float in max give’s sucky result, position jumps loads in every frame so can’t drive it directly into tp, gotta find another way
Glacerise, i tried sending a pm did you get it?
I am pumped for iron man 3. That movie looks freaking sweet.
Didn’t get the pm. my skype is ‘glacierise’, or hristo.velev@gmail.com at gtalk 
Our sequence is the house attack and destruction, all max with TP and flowline, looks awesome 
hi guys,
I learn thinking particles for few months now.
I have a question. I did this test with Volumbraker :
Now, I achieved this effect by fracutring with volumbraker activated with point helper, and then in postproduction I reversed thie sequence in postproduction, to have the effect of combining object from many pieces to one whole piece.
But I would like to ask, how to achieve this effect without reversing this sequence in postproduction,so the object is already fractured on the begining and during the animation it comes back to original state.
I did some start tests with expression node, so if point helper is far,
object is fractured and when point helper is close the objectis in whole piece.
I added some force so te fractured object can be spread out a bit around.
But I have a proplem. Because when object is fractured and I get point helper close to the object, it snaps to original shape, and I would like to have an effect of combining object to one piece from many during the simulation. Ofcourse I’m not asking for whole solution, just maybe some ideas how to do it.
last time i did that is to volumebreak everything at frame 0 -> memory born frags positions
then in same cycle use new position for these frags (via node or expression or whatsever)
and after that just some mix of bring to or position follow,
the only problem is if u wnat to use shape collision then need to be carefull when they reach its original position they may bump a lot:)
I m trying to follow my particles with an object and after some period of time all the particles get attached to objects volume and all the particles gets the alignment of object. so for that I used bring to node to get attached all the particles with object . so for that I connected position as well as alignment of object volume with bring to node. and I got the position and alignment but there is jerk in angle of the particles when it get attached with object. There is no ease in particles rotation like the position so how to get the ease motion in rotation of particles…
Hi, I have some problem with bullet in tp5:
http://www.youtube.com/watch?v=1MM4JyCxJ7E
Tracks works like a charm, but wall fragments explode.
They will always explode, if ERP in bullet is bigger than 0.003.
But I nead ERP=0.22, or track joints will stretch and track will not behave correctly.
Any ideas?
thank 3ak…
But laziness didnt gave ease rotation… I m using bring to node so that my particles gets parabola motion and hit the target but on the process I didnt get the ease kind of animation on particles spin or align…
hey, i’m getting problems with tp and vray
i want tp to blend between 2 material types procedurally
and here is a problem,
3ds standard blend material just doesnt work good with vray, makes him crash every now and then
and vray blend material doesnt work at all it seems, tp doesnt render geometry with this material applied, is there any workaround to this?