Rolling, the mad scientist reveals what he’s up too 
Particle Flow Discussion
i used rayfires Voronoi By Particle system fragmentation type which detects particles on a surface and fragments the impact object according to the particles position. thats how u would efficiently create a prefractured window glas, particle count will be fracture count as well, so good way of controlling fracture density…just google an image of a broken window, spawn particles by grayscale, fragment by particle position…or cut out the middle man and use image based fragmentation “Fragmentation By Shape” right away :D. <I just like voronoi for its STL Check Passing qualities.
Judging by your current progress, the next thing to come out of your R&D lab will be a “Make Hoff” tool, surely 
“Make Hoff” will indeed be a Modifier in the 2010 “recognize the Heroes” Extension and will be a cross over of a nice Shag Hair preset for wavey locks and “Fragmentation by 80´s Icons”
back to topic 
oh shit american ninja michael dudikof, I actually bought the whole series a year or two ago on dvd after I got all nolstalgic. mind you when I watched the first one again I didnt bother with the rest… some things should stay in the past 
Mind you, check out JCVD Van Dammes new flick. Its in french, but its actually really good (not an action movie fyi)
RE: fracturing by congested areas of particles, thats a really nice idea I hadnt thought of that… thats great
Yeah I’m flying into Germany next week, wondered if I should bring a hoff poster or something to piss everyone off 
Well Allan, first of all you should get over here and have a beer with me, and on a more important sidenote i HATE to disappoint you, but bringing a hoff poster means new friends not piss everyone off…so beware…you might end up with more drinks than fun 
Regards,
Bavarian beer drinkin maniac
simple, just wear a shirt that has a picture with hoffs face on it. With a GIANT red cross over it. That will piss everyone off.
Back to the topic.
i’ve always wondered this, are there any performance related differences to using “lock/bond” over “lock on emitter”. Like on your pos obj, not enabling lock on emitter. But then adding a lock bond? or is that slower due to an extra op that needs to be calculated?
Just a random question ive always wondered about.
instict, yeah few of my mates hate how germany is stereotyped to love the hoff, but I think they need to get with the program a little bit 
I might track down a hoff shirt to wear out to bars, if anything it’ll be a good conversation piece “oh its coz I love David H, he’s so sexy…”
jono, lock/bond is optimized so its faster than position op.
Oh neat, yeh thats what i suspected. thnx
Notice how were dropping our 5 cents in about pflow so it doesnt look like were totally off topic.
Who would have ever thunk you could have made a rope bridge in Pflow
Rope Bridge QT 30mb
Or levers
Plank N Pivot QT 10 mb

Dude that flipper thing was sluggish but the rope bridge is amazing!!! Can’t wait for that to come out!
Thanks, still working on the bridge collision destruction part.
I should note that everything but the cylinders in the levers scene were particles. The levers were simply to test the ability to lock particles, the planks, to an object, the cylinders, for use as a pivot (something you could really never do before) 
A friend and I were discussing how BOX2 looks fantastic but it doesn’t seems to have concave inter particle collision (only convex). I haven’t used TP , but does TP have concave?
cool thing is that teapot looks like having high segments… how fast is this box#2?
does it require to run simulation for dynamics? or interactive?
In Box#2 it’s more or less a limitation of the current PhysX engine, it has been discussed. PhysX itself does support static concave but is not optimal, and limited to one object per scene, according to nvidia. So any inter-colliding particles using PhysX are going to be limited to convex. Maybe that will change with the 3.0 release (which is, incedentally suppose to have 64-bit support as well)
Not sure about standard TP dynamics though, someone else will have to chime in with that.
Just a note to mention: Box#2 already has PhysX 64-bit support. Unofficially: release date is March, with support for 3ds Max 9, 2008 - 2010, both 32- and 64-bit.
Thanks,
Oleg B.
It is interactive with the option to bake. Speed is dependent on your hardware. Comparatively speaking it is pretty quick.