Particle Flow Discussion


#861

Hey Loran, sorry but unfortunatly I can’t show anything online at the moment…but if I get the ok to do so anytime before Sig I will let you know.

Allan, thanks, and yah this is one heck of a long thread…been watching it for awhile but just haven’t bothered to say much…you always seem to answer the questions before I have a chance…haha. Anyway, lets keep it going…its a great thread!


#862

Been reading this thread a lot lately and done all kind of particle tests. Gotta say this has been the most helpful thread so far in CGTalk.

In my top ten list this gets position 1, closely followed by Mental Ray shaders thread :slight_smile:

amckay: thanks, take your time. Time is a precious thing :slight_smile:

-jari


#863

Hey all, I am just getting around to trying this Fracture stuff, but am not able to access Alan’s script. Anyone else have it posted? perhaps on the Uploader?

Thanks
Tim

The link I have tried is this: http://www.allanmckay.com/tmp/misc/…cture(nogui).ms and is dead for me.


#864

Ah crap I might have deleted it, had to do a major cleanup on my site the other day.

give me a few days, am hoping if I have enough time this week to upload the new site - which I’ll start contributing more and more tutorials to as well as files, scenes and other useful items .


#865

Wos up people

Does anyone know where I could attended a AfterBurn course within the UK, I’ve been looking a round but no luck, thanks in adv.


#866

there’s no real afterburn courses available anywhere as far as I know :\ Although I do know of one londoner who’ll be releasing some material soon which contains a lot of really cool AB stuff, although I’ll leave it up to him how much he wants to disclose before siggraph :slight_smile:
(MR. T feel free to comment)

3dluvr.com has heaps of AB material, or at least a bit. I’ll be releasing more stuff soon, basically busy 'til August after that I’ll be taking on less projects and focussing on more free content again.

for those interested, blade 3 trailers out. They cut out a lot of the cool bits and put lense flares over the others, but I think 5 or 6 particles still made it into frame :wink:
http://www.bladetrinity.com/vid_trailer1_lg.html


#867

Yeah! That looks promising. Looks like another cool Blade movie :slight_smile:


#868

try this:
make a sphere.
put a fall off map in the opacity.
set type to towards away on worlds z axis
make a imple flow witht the sphere as the object for the position object op.
choose density by opacity
and observe!
the world z axis chosen is seen on the rendered sphere while the position operator reads the y axis and place the density wrong (sure we changed fall off axis and got it fixed but then it takes time to change every thing and update changes)
any ideas?


#869

Thanks Alan I’ll wait for your DVD

And if Mr T is listening, are you in a position to teach at any point thankyou.


#870

Hi Guys. If i create a Pflow and want to use in another scene…how do i transfer to the other scene? I tried Xref but that didn’t work.

Thankx
:banghead:


#871

castelle, just merge it all in. Everything should work to my knowledge.


#872

You should just merge it and you ‘might’ need to relink the events.
to make it easier you might want to select all your nodes and choose ‘save selected’ and merge your saved max scene as it’ll only have your pflow nodes.

I ‘think’ I can mention this now. PF Tools, Olegs new particle flow extension has a great feature called ‘presets’ this allows you to make a cool system like ‘cigarette smoke’ or ‘nuke’ or ‘ash vampire’ (!) and then once it’s saved as a preset you can work in any scene you want, and right click and choose ‘load preset’ and it’ll create that particle system for you in that scene, so you can quickly build a system without more than two or so clicks. This would be the most ideal for what you want to do as you can save it temporarily as a preset and put it into your new scene whenever you wnat.

Wish we had these tools back on scooby, would have made life a lot easier :wink:

-amckay

PS. PFtools I believe has been anounced now, should be able to find info soon on it on turbosquids site.


#873

Sweet, PFtools sounds awesome. Even though you get a bunch of presets of different particle systems, its still good to know how to build them from scratch. And your a lot more useful to people if you can do that. Thats why from your DVD Allan and Pete’s book I think I’ll be able to create pretty much any effect and understand why this is here and whats going on in each event. Sounds cool though.:thumbsup:


#874

cool…thanks. I will try that as soon as i get home…i think i tried save selected and it told me something about no objects but i will try again.

I am working on a animation with some lotto balls flying in the air with this as the background
http://www.jamaicafarewell.com/download/bg.jpg

but as you can see its flat…can this be recreated using particles…with the colors moving and all? if not, how can i make this dynamic using max.

My biggest problem is always to creating a background for my work… :sad:


#875

thanks treed, yeah honestly apparently cause of the ‘amount’ of content turbosquid has had to take a little bit more time building the GUI for it etc. as it’s several hours long opposed to teh generic 2 hours or whatever most DVD’s run for :wink:

But spoke to them last week and it should be hopefully finished by the end of this week, but we’ll see… eitherway very very soon. got some other goodies coming up too :wink:

Will hopefully have lots of presets to ship with pftools although it comes down to just how busy I am at the moment. That fire tut I did a few weeks back was actually of a preset for ‘fire’ for pf tools, as I wanted there to be stuff like “light this object on fire” “make cigarette smoke” whatever types of generic effects allow for you to quickly build effects and apply them to your scene without much work.

castelle: yeah most of the time you’re best off rendering out everything as seperate elements and comping together in afterfx or something like that if you want to get some cool backgrounds, as straight 3d renders usually aren’t as impressive as what you can get with a bit of comping of each layer etc. it’s amazing what a lot of designers can do with my work I give them in very little time.
Particles should do the trick for what you’re after.


#876

here are some images that i found with a similar vibes that i want to create.

http://www.cgchannel.com/gallery/viewimage.jsp?imgID=956

The BG would be a mixture of colors with similar feel like you see on the left side on the image (blue area)

http://www.cgchannel.com/gallery/viewimage.jsp?imgID=3343
same thing goes for the bottom portion of this image.

the only thing its would be a daylight setting…for my comp.

Any suggestions?? :shrug:


#877

a lot of that is 2d glows and gradients.
pulling up the colours in post so you get more blown out areas and blowing out the yellows (in the 2nd one) etc. plus overlaying patterns over the top etc.

just finding some good image sources to composite over the top as overlays, additives, lightens and multiplys will give you some intersting results, then playing with blurs, glows, contrast/brightness and opacity of the layers etc. is a good start. essentially this is all photoshop stuff that you do afterwards :wink:

just build some nice particle elements with variation in colour (particle age etc) maybe apply glow there or else in 2D gives you the starting point to go from, although this is all design stuff rather than particle specific effects.

PS. check 3dluvr I’m sure I’ve done a tut or two on ab combustion, that kind of stuff will create nice nebulas which work well when glowing etc.


#878

File/merge

and in the merge dialog pick all the approriate pieces parts of your PF system


#879

Allan:

so will that work as an environment with camera rotating 360degrees??

I don’t want it to be static…i know it can be done in photoshop but i want a 3d environment like that…

I will try the nebula thing from ur tut. and see if i get anywhere.

thanks…
:thumbsup:


#880

Thanks Razzblade for the tip :thumbsup: