Thinking Particles


#521

Do you really need the face-to-face collisions? Usually the voxels work better, I don’t remember ever needing the face ones. Friction of 10 is so low it’s gonna be unstable, I’m usually going to 25 if i need bouncy. You can up your scene so we can take a look.

@Fabian - way overcomplicated for the result :stuck_out_tongue:


#522

Totally. :slight_smile: More a prove of concept than really usable.


#523

After about five hours at work today (between jobs) I finally figured out what was wrong after adjusting just about every setting … It turns out you dont want your gravity/force dynamic set under the SC dynamic set … no wonder I always had to use face collisions and 500 + samples … everything works fine now and sims great at per half frame . I was nt unhappy working with 500 samples as I come from a maya background where the rigid bodies just suck compared to tp(even with 500+ samples) … I was only unhappy with the cache sizes … thanks for your time Hristo and Fabian and thanks for making me look in a different direction.

I still think that the caching could atleast have an option to only write to disk once per frame instead of every sub sample as it seems pointless to me but hey i am not complaining.

thanks again,

Craig


#524

you can re-cache your cache.
Lately I have been caching out a system at 4 samples per frame, then re-caching it it one sample. There will be a slight offset, but putting the master dynamic BACK to 4 samples even though it’s just reading the re-cach seems to set it back in place.
You can try that, use at your own risk though :wink:
iv gotten a 4 gig cache down to a few hindered megs


#525

Thanks Alexander,
That sounds like a great solution! I’ll give it a try.
Thanks again,

Craig


#526

Can particles inherit texture and material directly from original geometry when use "Obj to Particles " operator ?Something like Box2 have "Acquire Mapping " “Acquire Material” in Birth Group op.

I think it’s possible with Multi-sub-Obj , but maybe there are other ways ?


#527

They do that by default?


#528

In Scanline seems ok but in Mental Ray not

http://imageshack.us/f/837/73032007.jpg/


#529

That’s mr screwing up with multisubobject materials on particles - does it with pflow too. Sucks :slight_smile:


#530

It’s screwing multisub and regular materials, they both not work .

Very fun Vray render like it should be , but built in MR not. :wip:


#531

I meant, it’s screwing up with mso-s, because TP makes everything one big mso, even if you assign simple materials. That has been like that with mr for a long time, go with VRay for that :slight_smile:


#532

Is there easy way to select original objects in Viewport in Object to Particles op ?


#533

Hi Igor, here I created a script op to select objects in ObjToParticles op.
You can download it here:
http://www.nalvfx.com.ar/TP4_2011_Obj2PartSelect_Nahuel.ms

Put that file in: C:\Program Files\Autodesk\3ds Max 2011\Scripts\Startup
In TP you’ll find it here: Helpers > Standard > Obj2Part Select

Cheers
Nahuel


#534

Many thanks NahuelL! :beer: Very usefull node.


#535

Sweet, cheers :slight_smile:


#536

You’re welcome :beer:


#537

Ahh thats handy!

Hey does anyone know how the Hfragmenter really works? I’m going through the scene files and wiki and I’m tottaly scratching my head here like wtf!?

-Andrew


#538

I personally suggest not using it. :smiley: The idea is that you will collapse all of your objects into a single mesh, than add the modifier and then setup a hierarchy using elements as particles by selecting them and adding them to a group. You can then break them hierarchically with ‘break codes’ or with lights. So the idea is that you could demolish a building per floor (and then the individual parts of that floor) by just animating the break code or a light. It’s good for keeping the object together as one object, then being able to break stuff in a more organized fashion – first the pillars, then the ceiling, then the floor, then the furniture… (like fragment, but on crack). Without scripting it, setting it up is a huge pain in the A for anything more than a handful of pieces. I don’t think it’s worth the hassle – I think it’s much less hassle to go for a more procedural system using joints and regular frag operators, etc…


#539

Yea I’ve been playing with it a bit, but finding it can be a bit unstable sometimes. Having said that I could be massively screwing something up LOL. The wiki is pretty much nonexistent on a proper workflow. I’ll usually go back setting stuff up manually.

It’s kind of confusing as they are two group…One in the hFragment modifier and the regular groups in the TP system. Basically the workflow I’ve been using is the hFragment modifier for creating a hF group,mainly using element selection assignment ( so just select the hF Group and pick you elements) …Then jump into TP and going into the hFragmenter node…BUT you cant have you model selected! as this wont allow you assing a TP group to the hF group…then you can go back to hF modifier and set up a volume break or joint system for the hF group selections…

That’s how I’ve been messing with it at least…seems to have some really good potential wish there was better documentation on it…


#540

OMg thank you for the pointers guys. Huge help. I spent half a day tinkering around. I can see the pros and cons now. But wow, absolutley zero documentation on how to work with this thing. I can definatley see the power of this thing.

Ian thanks for pointing out the break code. That solved 90% of this shit for me.

What I noticed was that you have to click off your Hfragmenter modified object to get the group menu in tp. This was SO FRUSTRATEING! finnaly figured that out. Hope to posts some tests soon,

Thanks guys