Thinking Particles


#581

@Andrew, you can export it as mp4 h264.

Jonas, here is a new scene. Now the speed is constant. In the other scene the speed was going up and down, and that changed the direction of the spin.


#582

From camtasia?


#583

I think I just used avi from camtasia for my vimeo tutorial… it’s been a while since i’ve done it, I’m sure there is some freeware to convert into h264 if not


#584

well… that’s not really what i’m after…
These leaves rotation is hardcoded to be age*velocity, and to get rid of the jittering you lock the velocity to a specific speed, witch might work in many cases, but it doesn’t really give me any insight in how to do it in a “correct” way, where the spin speed and the velocity can be dynamic.


#585

Find some quick solution with scripted tp operator to emit from visible object edges.
You need to place it like in picture and select object from operator.
Object must be Editable poly and stay selected (I change this later)

If you guys have another idea how to get random point3 from edges please write me:)
For now I use a Editable poly instruments for that

Files:test scene 3dmax 2011 - TP4 , ms - this is the scripted op.


#586

Also you can connect Counter with frame interval to Cache Time - and here you go.

  • you can make curve based playing or slowdown (in this case you need to increase samples per frame before caching for smooth playback) —its very simple- Float(Curve)-> Value2Time-> Cache Time

#587

Find some bad empty computing in loop :banghead:

so now its calculate much faster then previous


#588

ah thats a good idea. Use the time tools to loop stuff

awesome edge tool man :slight_smile:


#589

Thanks Andrew.

I start to write script for manage TP groups and DynSets.
Is there any good free scripts to do that? So i’m not doing unnecessary job.


#590

What ideas you have for manageing? The only thing i can think of is auto pathing the cache directory. Not to sure of whats out there…


#591

I mean to have quick access to some properties of TP .

  • on\off debugger ;
  • groups : change colors , type of particles
    -deleting renames groups
    etc some stuff that can save clicks and not directly needed to open TP GUI

#592

Oh I hear you, yea good idea. :smiley:


#593

At scriptspot available some scripts. I use this master control and there one beast for scripting…maybe you will have some new ideas looking at these things…


#594

Nice script!

Here is a new scene where the spin is the “correct” way (I think heh).


#595

Cool scripts I see them earlier. :thumbsup:
I’m trying to do like first “master control” , but more complicated :arteest:


#596

The scripts included with the “TP 4.0 for Production 1.0” DVD are pretty handy for most of these things.


#597

Hey, thanks for trying, but here you get the particles not aligning to the direction of travel, the direction change is really small, so it’s hard to see, but if you look closely on a particle, (or increase the turbulence vs. the gravity/wind), you’ll see that as soon as the particles change direction of travel, they start to wobble. :cry:


#598

Hello guys! (and sorry for my english=)

I’m new to the industry and tP in particular so my question is 99% stupid, but anyway…)

I’ve read earlier in this thread someone tried to switch group of the particle over time. I tried to recreate it. Here is my setup (pretty easy and straighforward).

  1. I use Time Interval from 1 to “infinity” to exclude zero frame switch.
  2. As i realized tP evaluates (not just sends out) info based on the number of connections from one output. What is the reason for that??
    So i have my particle changed group from g1 to g2 at frame 10 and immediatly changed it back (2 evaluations of In Group node)

I tried to use Memory node to store some kind of “Changed” bool. But it just changes back and forth with the particle.

How should i twist my logic to avoid such situations?
Thanks in advance.

p.s. oh, and if someone have thoughts about equations on this example i would be grateful

UPDATE.: did it) maybe some shorter way??


#599

I think your going about it in a very very complex way.

Spawn particles in group 1
If they are 10 frames old, put them in group 2
if group 2 is 2 frames old put them in group 1

You can do this with timers, or by reseting the age as it eneters the group, and then test against the age.

Ill attach a scene file shortly.

-Andrew


#600

Thanks Andrew.

  1. i know my setup is overcomplicated=) But i tried to recreate if-then-else logic in tP and not just explicitly manage groups.

So how to implement such statement:
[b]IF particles is in Group1 then switch them to Group2 else switch from Group2 to Group1 and do it every Nth time

[/b]and not just[b]

Switch groups every Nth seconds
[/b]
Maybe it’s a bit boring and useless but i’m trying to understand logic behind tP [b]=)

[/b]2)Thanks for your tutorials.
and i have one question - why did you recreate all this Bezier sh*t in Missile tutorial if you could just use spline object as path? Just another approach?
Anyway i wish you will have time and effort to continue these tuts=)