Particle Flow Discussion


#4855

Oh this fancy Ansi…when will he stop spamming…

Having a recession in the US, Digital Dimension and Orphanage been closed just lately i thought this might be worth reading to some of you guys:

Ten Ways to Use LinkedIn to Find a Job


#4856

Digital Dimension had nothing to do with the recession…

cool link ansi thats really useful


#4857

…bummer :frowning: nonetheless


#4858

can u give me a short walkthrough of how I can put particles on a surface based on an image using pflow ?

tp is not yet supported with the voronoi :stuck_out_tongue:


#4859

use position object, then there’s a tickbox for based on map. Create the black and white map for your object and click density by material and your particles will spawn on the white. You can also create a multi sub so you can have a material for just your particles and a proper material for your object.


#4860

silly me. I’ve forgotten about that. and though it was smth more comlpicated… :stuck_out_tongue:
thx


#4861

Alrighty, gentleman. Part Pflow question part probable maxscript question. Here’s what i’m trying to achieve.

Worded in a complex manner, I need particles emitted from a moving surface that follow the original vector of the surface but also retain their emission properties.

To simplify what i’m talking about, this is what i’m trying to do exactly.

I have a space battle in which ships (in space!) are firing upon each other. With a simple PFlow i have particles hitting a ship surface and exploding particles outward. The problem is that the ship being hit is moving, but when the particles emit, they emit as if the ship were stable. This means, in a zero gravity situation, say, the explosion puffs out and then it sort of sits there while the ship glides through/past the explosion in an unsavory manner. What I need is something similar to having a manually keyframed explosion that you then just ‘link’ to the ship, inheriting its forward motion.

I know PFlow pretty well in and out, sans the script operators because my maxscript knowledge is pretty sparse, but is there a way to do this either through some Pflow tricks i’m unaware of or (my guess) an additional pflow script operator that adds the ship’s velocity to the particles.

Any help would be loverly! Thanks guys.

-Crypt


#4862

Oleg has an example of how to do this with Box 3:
http://www.orbaz.com/forum/viewtopic.php?t=861


#4863

Hi Pflow users,

So I have one collision test with multiple (10) Sdeflectors active.

Is there an easy way to get a list of the specific (ex. Sdeflector03) deflector that had just tested true?

Thanks,

Nick


#4864

make 2 collision tests and have 9 deflectors in one and the specific deflector in another which leads to an event.


#4865

Thanks William for responding.

I won’t actually know which of the 10 deflectors I want to add to script operator
until the collide.

I can’t really make 10 of these collision tests. Seems like It would slow down to much.

I think I am looking for a get/list function of the deflector that tests true in the collision?

I think I need to get the list of deflectors using Collision_Nodes
Assign each of them a variable
And then see which variable tests true?

Im at work, experimenting when I should doing other things. Will try this method tonight unless someone points me in a better way.

cheers.


#4866

This is just a cool little thing I put together quickly. Using careful placement of lights and ideas from this tutorial, I was able to fake a volumetric launch smoke look using pflow and standard scanline. No plugins were used.


#4867

That’s cool, Daniel! I’m flattered. :slight_smile:


#4868

Cool Dan :thumbsup: , got a clip by any chance? be nice to see in motion :slight_smile:


#4869

Cool, only thing poking me is the light falloff being too sudden. Have you tried it with inverse square?


#4870

Looks really nice, how long is it taking to render and how many particles are you using?


#4871

Looks really impressive! Printed off the tutorial so going to have a look at dinner.

Good job :thumbsup:


#4872

I like this technique…nice work.


#4873

http://www.3delicious.de/spielwiese/BETA/public/PhysXCollision_Tornado.mov

the scene is almost a year old and was done with one of the first builds there were. this effect was the reason for oleg to write material inheritance for the birth group acquired materials (just in case u wanna get nostalgic in a decade telling ur kids at the cozy fire place about the great time we had…).

and another one…going down in ripping and tears…

http://www.3delicious.de/spielwiese/BETA/public/going-down.avi
(no prefracturing what so ever needed. the idea is to have tearable cloth e.g. going on but can be tweaked to look like blade-style dissolves etc. tearing doesnt need physx necessarliy so it is not bound to it´s limitations. cant wait to have some fume follows tearing sh*t in half :smiley: )


#4874

I think by now I am psyched enough about box2, bring it out already Oleg!