Thinking Particles


#561

Hi everybody. I have shot with 10 running rhinos. My point is to create dirt and flying rocks from their foots when they touch the ground. Can you give me few tips on how to create this complex TP setup. Right now i have geometry emitters attached to theirs foot bottom and trying to activate them when they intersect the ground (or inMesh), but how can i activate them all in one system (not creating 40 nodes and born operators for each)? Groups of geos are not understanded (in my setup variations) by Node with Intersect operator, also trying ObjToParticles and VertToParticles for my emitters, but cant make inherit my particles of geometry position (again not creating 40 nodes for each emiters geo). How???

Have 2 objects. One rhino, and one emitter thats animated in tandem with the rhino. attach the emitter particle to the rhino particle.
born particles over the surface of the emitter particle.
test those particles on collision, dot product or in mesh.

Its not complex at all. Ill probably make a video of this.


#562

Its possible to place particles on quad not tris edges?


#563

@kirilall - that’s the scene for you. I might do a blog entry about these things, one gets to do that effect pretty often.


#564

In case of 1 leg & 1 emitter it work perfect/
But i cant inherit animation of the emitter in scene to the particles emitted from it, if there 40 emitters that separated geos. Or i do not quite understand what you mean.
if you make a video of this situation - it will be cool (as always).


#565

hey glacierise about the leaf aligning to the travel direction and spinning around the same axis setup… (more like a propeller actually) could you please show your setup you had on that?


#566

Hristo, im looking at your scene & thats exactly what i need - very interesting setup (Get ref --> Get ref for Velocity,- don`t understand this) If you do blog entry with some explanation, many people will be very greatful for this. Thank you for your time to make this scene.


#567

hi
i got a tutorial from allan mckay for simulating lava flowing with particle flow and when i tried to use TP with same method i failed and i don’t know why
is this because TP not sutable for all the stuff (( its not alternative for particle flow ))??!!
or just i did it ii the wrong way ??!!


#568

95,78% you did something wrong…TP is almost almighty, except fluid solving…


#569
Heya...I ran into this same problem a while back.

My fix was to apply a lattice modifier to the source object (struts only from edges, radius 0.0, sides 3, make sure “Ignore hidden edges” is checked).

The hidden edges will no longer exist in max world so they won't emit particles anymore.  The downside is you now have 12x the polycount on your source object. :/

A bit annoying that TP meshes will properly ignore the invisible edges for wireframe display but not for for surface position.


#570

i make emitters by putting my geo into matterwave, link them to geo animation, then when collision happen by intersect node, they start emitting…all good (except that i need to group my emitters for inherit animation in 1 Node) but how let them emit 1 or 2 frames, not always, when they intersect with ground? I try threshold on z, but in my setup it gave me pretty strange result…they stopped but unpredictable, with different amount of particles every intersect…also trying Timer, but absolutely nothing.


#571

Yes , but this won’t work if I need emit from VB fragmented geo.
Seems it only implemented with help of mxs.


#572

i make emitters by putting my geo into matterwave, link them to geo animation, then when collision happen by intersect node, they start emitting…all good (except that i need to group my emitters for inherit animation in 1 Node) but how let them emit 1 or 2 frames, not always, when they intersect with ground? I try threshold on z, but in my setup it gave me pretty strange result…they stopped but unpredictable, with different amount of particles every intersect…also trying Timer, but absolutely nothing.

I see, I see. I think you need to test if you emitter is coming down and stoping. Hirsto I like your set up, a bit heavy in my opinion. You definatley have a mastery over the software thats for sure.

My set up is a lot less intense. But it would have to be modified with a raycast or in mesh if the ground has any random hillsa nd valleys.

TP 4 max 11


#573

@Filk

This is how you would get a looping cache on particles.

Max 2011 TP 4


#574

Referencing a reference… that’s some Inception sht right there…
Nice.

EDIT:
Like you set up aswell Andrew


#575

Nice math setup, simply and clever… i like this…Thank you Andrew. You and Hristo gave me a good boostkick .


#576

Thx guys,

No problem, use whatever works best for you. These are cool problems, gives me something to do at work while i wait for renders. :slight_smile:

More problems people! :smiley:


#577

If you could show me how to have a object spin around the z axis, have the objects z axis always facing the direction of travel, and having them move irregularly, (through a turb field), i would be super thrilled, i have tried doing this but never succeeded since the alignment operator overrides the spin operator at each time sample.


#578

Hey Jonas, here I made a quick setup for you. Is this what you’re after?


#579

Hey guys, what’s a good screen capture app to use? I’m looking for one that can easily be converted to vimeo format. I dont think camtasia converts on vimeo.


#580

I must say that the alignment nodes rotation input gives some results that i have never seen before, to the positive aspect, but when you introduce the turbulence (i tried wind strength 0 and turbulence strength 1, in your scene), then the spin turns out really funky, it seems as though the spin speed is completely random, and sometimes they change spin direction… or is it just me?