Thinking Particles


Hi all, Im trying to use joints into a crane falling scene, but doesnt seems to work in the base of the crane, it just doesnt stick to the ground even if I use joints with the ground, can anyone take a look and maybe give me a clue?

Thanks :slight_smile:


Was anyone at siggraph 2014? Did they demonstrate the new software…was there a setback? Did they not want to overshadow moskito render?
Is TP6 still being released in September?

I saw a press release it would be displayed at siggraph and released in September…haven’t seen any news since the August 8th press release.


I was wondering about the same thing


Hi all, Im trying to get the variable for Frames inside TP, it should be “F” but its just doesnt work, I need to make a particle move in circles using sine and cosine functions, but since I cant bring in the current frame into the expression its does not work, can anyone give me a clue about what the expression for frame is?

im using (sin(F) * amplitude)

thanks :slight_smile:



I really need some help here from all you tP experts. I am rather new to tP and still learning this particle system. I have bought all available training DVD’s that is out, but I still cannot find a solution to my problem.

I have a simple source object (a plane) that generates particles and push them in one direction. I also have some other objects in my scene that are “in the way” of the particles, in my case, some models of chairs.

What I want to do is when the particles hits the chair(s) objects, I want the chair(s) to be blown away and “follow” the particle flow. Think of that my particle is an explosion, and the explosion that is created will blow away the surrounding objects, so the chairs in my case, will have proper dynamics set to them, and will also collide with other objects in my scene, like walls and the floor.

I know that this must be possible to create in tP, but the question is how? Is it a big and hard setup, or is it rather simple?
Any feedback and help on a setup that will do this would be very welcome and greatful to me.
If anyone have checked out the Fireball DVD from CG Academy when AllanMcay using PFlow and Afterburn to create a similar effect, this is what I want to do, but in tP.

Regards, and thanks for any help due this drives me crazy with all tries and errors…


sure u can do it with tp in many ways
here is one
take all your objects and divide it with ray fire or voroni tools
and then use obj to particle generator to collect them to one group deferent than ur trigger particles let we call it (A) and ur trigger group is (B)
then in new dynamic set move particles from group A to Group B and this is on with condition of distance (( and u can make it on collision time using shape collision operator ))
so it will move in same flow


You can also use PSearch or PPAssAB to detect when the wave particles are near, and when they are, you can apply a the velocity of the wave particles to the static ones as a force.


Thanks guys, I guess that all this is easy enough for you who knows is way arround tP, sadly enough Im not one of those so this might be hard even with this help :frowning:
Are there any test scene somewhere that explains this that I can look at? Any scene on your 2 DVD Glacierise?


I can set up a scene for you tonight.


Wow Glacierise, that would be fantastic kind of you :beer:


Here’s the scene:

The shockwave transfers force to particles it passes by. The force is proportional to shockwave velocity divided by debris size, so smaller particles will be affected more than bigger ones.


When i press play when its a heavy scene, it pauses after 1 frame. This also happens when i click out and browse the internet, it’ll just stop.

I have real time off.

It does work, if I record the cache. Or if there’s not a lot of particles.


Can anyone upload this scene

And another question:
I want to link cloth object to particle. I use VertToParticle for convert object to particles, then i use PSearch for finding particles of the cloth that will be attached to node particle. I use PAttach, but when i apply force node to cloth prt it break attachment and cloth prt fly away.
What I make wrong? Or I need another setup?



I am assuming it is okay to share it since the link still exists on the vimeo page.



I’ve got this case where I have particles going in a sin fasion upwards (z-axis) and I want them to go along some vector lets say <<1,2,3>>. This is obviously simple matrix transformation and I made a node compound doing it:

Works perfectly. The thing is it is very slow. Does TP have a node doing it? I cant find it in the docs :((

ps. I could PAttach the particles to one other particle on whic I’d use Alignment node, but it blocks my animation on the sin wave particles :((


-------- edit ------
Ok, case solved. I did it just by aligning initial part to the target, and used that transformation as the input matrix. Works 100x faster. Thanks if anyone took a look into the issue.



How can I assign color or material to particle from another particle?

I generate trails from particles and i want that trails have colors of particles that generate it. Base particles have geom instance node with materials.



Do you guys know if it is possible to pass custom particle data from Data Channel, or any other way to the vertexes of a mesh? Frost for example, and pass it to XMesh? What I need to achieve is have a Realflow-like or Houdini-like way to bake custom data on vertexes (like velocity, color, float etc.) and have a renderer (Arnold prefarably) read the value in other software (eg. Maya). Could anyone help me how to achieve that using TP?



You can do that with Stoke. It has the Genome modifier that can sample particles near vertices and read their data channels and then write on the mesh - UV channels or vertex color.


Hey Hristo,

Thanks for answering. We’ve got no Stoke on-board :frowning: I guess I’ll need to find another way to do it. But good to know it can be easily achieved with Stoke in case we buy one.



Since you mentioned Frost up there - it’s actually gonna pass all datachannels it can from the particles to the mesh. Any custom data you wanna transfer - write it to one of the mapping channels and it will get through. For example, I often write normalized velocity to a map channel, so I can use it to blend between two materials on the Frost object.