Regarding the Plexus stuff; exactly what I was after about 2 months ago.
Wanted to recreate some of the things I had seen done with C4D and came up with this:
Not sure if itās exactly what you are looking for.
Regarding the Plexus stuff; exactly what I was after about 2 months ago.
Wanted to recreate some of the things I had seen done with C4D and came up with this:
Not sure if itās exactly what you are looking for.
Well, straight lines between particles are easy - a cube particle with size 1 and scale on one axis equal to the distance to another particle, aligned with that axis to the distance.
may i know if it anyway tat i can birth particle without intersect each other i know it is basic, thks for your time to reply/
itās not basic question actually) depends on what you want to achieve.
The simplest case: born particles and then psearch for every particle in certain radius and kill found ones.
thks for your reply, i wish to cover a logo with alot of balls, i cannt kill them coz it may not able to cover the logo totally, is it any way tat if they are too close they will offset the high? or you have suggest that i can do to have the same kind of effect
Itās a packing problem. If you need only initial position then you can make it brute force - spawn many-many particles and psearch for neighbours - if distance to nearest less than threshold - kill newborn. Assuming that random distribution of the surfacePos op is uniform you will end up with quite dense non-overlaping distribution of particles=)
Shell the logo shape and use volume position with the raster on. Then add some randomization to the positions so they are not completely gridlike.
Hi,
I am doing this heavy distruction scene. I put the whole tp system including the material into one dynamic group and cache it.
When i render, the material does not seems to cache with it. What is the correct step in doing this?
The best way of doing that is to actually override the material after the cache. This way you can change the material without needing to recache.
Hi all,
I have a alignment problem on particle shape. When I make particle shape like a Std shape cube, then spawn other particle and make them attach to the cube particle. Then I want to make children particles align toward to cube shape normal direction. But it seems not to work well. Some particles align wrong direction. When I use node object,it works. Are there any guys who met same problem? How did you fix it?

Here is the max scene.
http://dl.dropbox.com/u/5968011/AlignmentOnTPShape.max
thansk in advance,
Kei
Hi Kei, you should disable the Attach dynamic set and add a Position op in the Alignment dynamic set.
http://dl.dropbox.com/u/1363588/AlignmentOnTPShape_nahuel.max
Cheers
Nahuel
Hi.
Look at this example:
https://dl.dropbox.com/u/46208032/3ak_AlignmentOnTPShape.max
You need to align your spikes only once (at brith) to cube. And pAttach will do the rest, moving and rotating spikes according to corresponding cubes.
And SurfacePos op in your Alignemnt dynset gives you different pos (and normal) every frame.
If you really need (not in this scenario) to get normal or pos every frame, you can store UVW info per particle at birth time and then just feed in this info in SurfacePos op in different dynset.
Hi NahuelL!
Thanks! Now I can get proper alignment. Itās the best for me if I can use Pattach though.But Iāll try different setting!
Kei
Thank you! Unfortunately I couldnāt open your file (because I use old version of MAX? I still use 2010 at home^^;) but,I can understand what you explain.Iāll try it.
Kei
Hi guys, I have a question, when you want to simulate for example some realy detailed ground breaking like in final destination bridge sequence, you first will simulate some low poly models, and then replace with high poly models or what is proper workflow?
All my problems is related to low-poly high-poly swaping, because i dont know what is goot pipeline for doing high polys. I thought that i will do some detailed displacement map and after simulating low polys a will add only map to them and everithing will work. Is this way good or is there som different ways, because when im dealing with fractured models , displacement start ho have problems in fractured edges.
Thanks a lot