Thinking Particles


You can use a timer with the SC, so when a particle hits something, the timer starts, and it’s relative output can be used to scale the particle down.


Are these particles doing something complicated? SC or something?


This is O2P and just a force applied with a vector. When I turn off in MasterDynamics “show mesh” fps is really fast. It goes down when I want to see the mesh in viewport. The geometry I use is 250k tris


Try proxy geometry, I’d say :slight_smile:


I used multires and went down to 25k and now it works really good :slight_smile: But now I want to use proxy shapes for simulation, but original to display in the viewport. How can i do that?


There is no builtin functionality to do that, but you can make it yourself - create another group from the simulation particles, connect them to their parents with the SetReference node, and then use GetReference and PAttach to attach the render particles to the sim ones.


Hey there guys

I hate to have to post here and probably add yet another noobish question to the forums but I have a problem I just cannot seem to figure out after two days.

I am trying to teach myself Rigid Body Dynamics in Thinking Particles I am quite new to TP and have been watching Hristo Velevs DVD’s and in the one DVD he prefractures a teapot and uses a node in the centre of the pieces and uses a Distance Condition between them and then outputs the direction value to a Velocity Operator to get an explosion effect.

Now the problem I have is what happens afterwards, the falling pieces are supposed to collide with the floor using the Shape Collision Operator, but mine never do, they fall straight through the floor. No matter What I do.

My First Dynamic set has all my O2P Operators, the Floor and other pieces that I wish to be collision objects are sent to a Neutron Group (Group is also set to Neutron). and the Neutron Group is selected as the Deflector group under SC. My Fragments are activated at frame 10 and sent to the active Group where my Forces are applied to them and the active Group is set as the “Group” group in the SC node. My fragmented objects will just never collide with the Ground. I have now tried the following to try and fix the problem

I have subdivide the Ground to have thousands of polys, I have subdivide the objects to be more high resolution, I have upped the voxel resolution across the board for the SC groups and nodes, I have tried flipping normals, I have rebuilt the scene in both real world scale and generic units, I have changed the Deflector group from “Neutron” to “All” and still nothing works :(. This is such a frighteningly simple setup yet I cannot get it to work at all. Any help would be gladly appreciated.

Again so sorry for the question :confused:


Check if the deflectors are set to not renderable, O2P is not picking them up if they are so.


Hey Hristo

Thanks so much for taking the time to respond, I am afraid that all the groups are set to renderable as well as all geometry and layers if that matters, and it still doesn’t seem to work. I fear something is terribly amiss :/.


Post a scene, so i can check it out


Hey Hristo,

Here is the scene as requested, I must really apologize in advance if the fix is something really simple.

The scene just comprises of a monument having the center blown out, I haven’t gotten to bringing the Spire down yet, as I can’t fix the SC operator.

Thank you so much for taking a look!


Ground is too thin, make it a few meters thick and it works :slight_smile: It’s difficult for the solver to pick the points of collision when the objects are very thin.


Sigh, the one thing I didn’t try, I guess it never crossed my mind because in alot of scenes I have scene people work with their ground has never been quite so thick :/. Thanks so much for that though, now I just need to figure out why the pieces are moving strangely once they hit the ground :).

Anyway thanks again man!
Keep well!


I want to use multible opreator of geom instance for same group to be ussed in same time how it could be done?


Hi all :slight_smile: is there anyway to achieve something like this with TP, I think with physx and rigid bodies is not a good way, because it must be to heavier, any clue? or is it not possible?


Make a condition, then wire it to the ‘on’ input on one geom instance, and invert it and wire it to the same input of another instance node, and you’ll have some of the particles getting the one shapes and the rest - the others.


Hy… I want to generate particles A on a surface of a sphere… and then emitt another particles B in its normal and offset it. and another set of particles C between these two… I tried but i didn’t luck to get it right… here is the diagram…


You can get the position, and add to it the normal multiplied by a number, that should do it.


thanks I will try it…


Hey guys,

has anyone else experienced 3dsmax crashing/not responding while displaying vertex colors in the viewport? it seems to happen totally random and i have no idea whether its a max, TP, or graphic card issue but so far it just happend when using tp. I updated the gpu driver, deactivated nitrous and also tried an older max version - no luck.

i appreciate every suggestion. :shrug: