I'm learning about particles …these are my best tries…please comment…
http://www.youtube.com/watch?v=FSRV_C4sXjY [youtube.com]
http://www.youtube.com/watch?v=eSpg1ZNPZwo [youtube.com]
The first one i'm learning about point instances….and the other just about fun….
cya
Fun with Particles
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- asnowcappedromance
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hey thank you very much!
i don't care if it's simple actually, it's nice to have a look at those 2 scenes, especially i like the fact that you used light instancing in the first scene!!
here's what i would do with your alienparticles scene: apply a spring SOP to your particles to get a little deformation to your mesh and use depth of field to render, i bet it would look incredible
well i have something in mind and will build it maybe tomorrow, first i have to sleep a little bit
gn8
Manu
i don't care if it's simple actually, it's nice to have a look at those 2 scenes, especially i like the fact that you used light instancing in the first scene!!
here's what i would do with your alienparticles scene: apply a spring SOP to your particles to get a little deformation to your mesh and use depth of field to render, i bet it would look incredible
well i have something in mind and will build it maybe tomorrow, first i have to sleep a little bit
gn8
Manu
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- asnowcappedromance
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hey man,
i hope you don't mind if i've got some questions to your scene with the glowing spheres?!
a) you put a bezier() expression into your light color parameter.
how does that expression work exactly? if i type bezier() in my lightcolor
parameters, the color stays always the same
b) how did you ensure the color of the light and the color of the
glow material are similar to each other?
( of course you match them to be identical with a ch() expression
but you didn' do this )
c) you turned on “raytraced shadows” in your light. As the particles
are located within the spheres i get a black image. How did you
prevent this?
ahh and a little observation i made: if you would simulate the real geometry (copies that stick already to the POPSOP template), your sphere's wouldn't sink in the ground with half their size
cheers
Manu
i hope you don't mind if i've got some questions to your scene with the glowing spheres?!
a) you put a bezier() expression into your light color parameter.
how does that expression work exactly? if i type bezier() in my lightcolor
parameters, the color stays always the same
b) how did you ensure the color of the light and the color of the
glow material are similar to each other?
( of course you match them to be identical with a ch() expression
but you didn' do this )
c) you turned on “raytraced shadows” in your light. As the particles
are located within the spheres i get a black image. How did you
prevent this?
ahh and a little observation i made: if you would simulate the real geometry (copies that stick already to the POPSOP template), your sphere's wouldn't sink in the ground with half their size
cheers
Manu
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I really dont mind….
a) i just animated with autokey on…marking keyframes in 3 points….first - green; mid - red… and blue at last frame. changing colors on color editor….to make a keyframe on color…i gone on parameter “light color” right click on -> channels and keyframes -> set keyframe
b)i dont want makes perfect at this point….just aproximate the colors using my eye …..keyframes are the sames….first - green; mid - red… and blue at last frame.
c)well…each one are a sop object….just make “particles location” hidden….
and i turned on “emission” on glow material…
hope it helps
a) i just animated with autokey on…marking keyframes in 3 points….first - green; mid - red… and blue at last frame. changing colors on color editor….to make a keyframe on color…i gone on parameter “light color” right click on -> channels and keyframes -> set keyframe
b)i dont want makes perfect at this point….just aproximate the colors using my eye …..keyframes are the sames….first - green; mid - red… and blue at last frame.
c)well…each one are a sop object….just make “particles location” hidden….
and i turned on “emission” on glow material…
hope it helps
- asnowcappedromance
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ahh and a little observation i made: if you would simulate the real geometry (copies that stick already to the POPSOP template), your sphere's wouldn't sink in the ground with half their size Wink
thanks…but i dont understood what you mean …sorry what you called “stick” :roll:
ok, where can i find this “particle location hidden” ??
just turn the view flag off on node
You build your own “set” or customize mine?
you calculate the particles and spheres on the same object sop? as you say on the observation …right?
Edited by - Oct. 29, 2009 22:53:47
- asnowcappedromance
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the “enable emission” really does the trick, although i didn't find the “hide particle location”
i meant by that:
don't feed the particles directly into the RBD Collision, but the “real geometry” with the spheres copied to the POP SOP template.
So you would take the copy1 SOP and make a fractured object out of it, then simulate! this way your sphere's collide correct with the floor.
understood now?
and .. i just made a new scene and rebuild some of your stuff, that's the only way to see where one makes flaws !!
i meant by that:
don't feed the particles directly into the RBD Collision, but the “real geometry” with the spheres copied to the POP SOP template.
So you would take the copy1 SOP and make a fractured object out of it, then simulate! this way your sphere's collide correct with the floor.
understood now?
and .. i just made a new scene and rebuild some of your stuff, that's the only way to see where one makes flaws !!
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- asnowcappedromance
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- asnowcappedromance
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that's how you turn the spheres into rbd objects,
it is import to have the partition SOP before you got out with the NULL SOP, because it creates groups based on a rule, and that's what the RBD fractured object is looking for.
there's one problem with the simulation, we have to resolve this buddy
here it is: in the POP SOP i turned on some preroll time, because the particles turn only into mesh and get simulated by frame 0.
somehow we must tell the rbd solver to get all spheres, no matter when they are created ?!
it is import to have the partition SOP before you got out with the NULL SOP, because it creates groups based on a rule, and that's what the RBD fractured object is looking for.
there's one problem with the simulation, we have to resolve this buddy
here it is: in the POP SOP i turned on some preroll time, because the particles turn only into mesh and get simulated by frame 0.
somehow we must tell the rbd solver to get all spheres, no matter when they are created ?!
- asnowcappedromance
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actually my setup is very flawly,
for example the spheres lose their velocity attribute. Even if i apply an attribute transfere to get those point attributes of the particles back to my new created groups, the rbd solver simply ignores it.
it's a shame that i only did a few RBD Collisions yet and thus have little experience
for example the spheres lose their velocity attribute. Even if i apply an attribute transfere to get those point attributes of the particles back to my new created groups, the rbd solver simply ignores it.
it's a shame that i only did a few RBD Collisions yet and thus have little experience
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