Generating particles from mask


#1

Hello particle-people!
I’m trying to figure out how to generate particles from a mask in form of an image sequence. I have rendered out a depth-map of an ocean where the peaks are white and the slopes black. I need to know how to generate particles from the white peaks. Is this somehow possible using particle flow?


#2

Create a plane, use a Vol.Select modifier with the map, add a Delete MeshModifier and use the whole thing as a Position Object in PFlow


#3

scrimski; Exactly what I needed! Thanks man!


#4

If you do it scrimski’s way, your going to have a pretty harsh cut off at the edge of your emitting mesh - his way will work perfectly fine though.

In pflow, for your position object, under “location” there is “density by material”, turn that on and you can see heaps of channels that will open up, grayscale would work fine for what you need. Doing it this way will give you a nice fall off in the grey areas as apposed to either Black, or white if you get what i mean. Pflow may need to be refreshed when doing density by material, so just hit a new seed off and should work fine.


#5

JonathanFreisler; Thanks for the info, I’ll definetly try that as well!

Here’s what i got so far:

And here’s the animation: http://vimeo.com/2315119

Everything is set up without any plugins except the particles emitting from the foam which is Krakatoa. Rendered with scanline.
What do you guys think?


#6

Dang, nice one. Didn’t even though about that.


#7

BazyBen, very cool dude. The motion of the ocean (ahaha) is almost there, but its still a tiny bit weird.

Also white caps don’t just “fade” away (you have probably done it by a gradient ramp to determine height or something). When they have comes down from being a peak, the white caps sore of disperse. I only noticed these things on the wave thats closes to the camera on the left at the end though.

Very cool though.


#8

I agree with Jonathan, visually very good, but the movement isnt quite there, feels a bit too mush like an animated noise modifier.
But yeah pretty cool stuff.


#9

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