Particle Flow

Teapot on the Ocean

As usual just messing around…still needs some love, testing high poly animated collision objects in box#2 :)

Teapot Ocean QT 6.3 mb

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Wednesday, November 25th, 2009 Particle Flow No Comments

Pflow, Fume, and Krakatoa

Goopy Fume rendered with Krakatoa. Really rough, initial test, thought it looked kinda neat.

Goop 19 mb QT

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Tuesday, November 17th, 2009 FumeFX, Krakatoa, Particle Flow No Comments

Color by Icon and Age

PFTools Box# 2 and 3 Color by Icon/Age.

ByIcon 22 mb QT

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Tuesday, November 17th, 2009 Particle Flow No Comments

More Burning Teapots :)

Some smoke and fire colored and rendered in Krakatoa

Smoke N Fire 1 mb QT

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Tuesday, November 17th, 2009 FumeFX, Krakatoa, Particle Flow 1 Comment

Burning Paper

Been a while, here is something…

All particles rendered in Krakatoa and colored via the new KCM (Krakatoa Channel Modifier), just a couple million with the exception of the ground plane. Mostly about flame structure and scale study but thought i’d post it.

The paper is over a million particles image mapped in pflow. The burn is controlled by a animated gradient ramp and a box#3 test. The box#3 data test samples the color of the gradient ramp object, when true (the burn line) it assigns an integer value to the particle and passes it to a new event. This integer value is then acquired by a KCM and colored when the particle data is brought back into a PRT Loader.

The fire is generated in two different passes. It consist of approx 2.25 million particles (a little overkill I might add for the amount of burn happening). The first pass, the base flames, are generated via a spawn the works with the burn line as described above. These particles are simulated then fed back through pflow to generate the second fire pass, the long tendrils. Both of these simulations are then individually saved back to separate Krakatoa PRTs. The particles data is then reloaded using a PRT loader and colored via KCM using both age+lifespan and temperature+gradient ramp.

The six passes were comped in fusion. The background, Paper & debris particle passes, the shadows, and the two fire passes. Some post blur to soften the fire particles, that’s it though.

I hope to get some more time to revisit it, I have a few other ideas I would like to implement. :)

BurnPaperBurn QT 5mb

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Friday, October 16th, 2009 Animation, FumeFX, Krakatoa, Particle Flow No Comments

PF Spliner v3.0

I have been working on this project and I was having a hell of a time finding a way to get Particle Flow to generate splines. I just happened to stumble upon a thread over at Orbaz and this is what was there, PF Spliner v3.0, it does just what I was looking for and more. Written originally by Charley Carlat, both Jefferson Lim and James Haywood both contributed of whom added some great updates.  I figured I would post it up.

Original thread at Orbaz

Updated Thread

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Saturday, June 27th, 2009 Animation, Particle Flow, Scripts No Comments

Random Particle Color

A small box#3 data preset to randomly change your particle color at random times

More Info HERE

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Monday, June 22nd, 2009 Particle Flow No Comments

Updated R&D Page

With a bunch of Particle Flow Tools Box#2 beta tests. Box#2 has gone Release Candidate, it won’t be to much longer be everyone can join in on the Pflow PhysX revolution! :)

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Sunday, May 31st, 2009 Particle Flow No Comments

Fume Waterfall test

Still needs a bunch of work to get the look right. Just a quick render is too see how it looks in motion.

waterfall QT 6.5 mb

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Friday, April 10th, 2009 Animation, FumeFX, Particle Flow 4 Comments

Couple More Fume Tests

First one planetary impacts. This use pflow to set the fume containers at the particle impact points on the planet. Messy, messy, messy maxscript way to get it to work will have to find a better approach. EDIT: And I found one :)

This version runs the final update script and another script operator for impact timing.

Final Update script: Clone your grids with a more unique name easy trackability…

Code:
global theGrids pf_node_current = particleFlow.scriptRunner() if (pf_node_current != undefined) then ( count = pf_node_current.NumParticles() theGrids = $CL_FumeFX* as array--the name of your copied fume containers theGrids.pos = [0,0,-10000] --set the positions so they are off screen when not in use minCount = amin #(count, theGrids.count) for i in 1 to minCount do ( pf_node_current.particleID = i theGrids[i].transform = pf_node_current.particleTM ) )

Then the script operator for impact timing: this should go in the event that the collision occurs. ie the next event wired to say a collision op. or find target.

Code:
on ChannelsUsed pCont do() on Init pCont do ( global rlTime global curTime ) on Proceed pCont do ( p = pCont.particleID count = pCont.NumParticles() for i = 1 to count do ( --print p theGrids[p].playFrom = 0 rlTime = slidertime as integer curTime = rlTime/ticksperframe theGrids[p].playFrom = curTime - (curtime*2) -- Impact time start playback --print theGrids[p].playFrom ) ) on Release pCont do()

Be sure to use a cache op. set to View/Render Intgration step, this will ensure that the grid impact times are correct. I noticed if I didn’t use a cache the impact times were off, which makes sense since the playFrom time isn’t initialized correctly until playback has run through the timeline at least once.

Not sure if you can write to the Final step update script through maxscript, you can turn it on/off but that’s about it AFAIK. You can create the script op through maxscript. Another note you cannot use a scale operator in the flow this will jack the grid transforms and the grids will not render properly.

PopPoints QT 1.3 mb

An attemtp to get fumeFX to look like white water. Waiting to see what the krakatoa renders look like :D

WhiteWaterTest QT 4.0 mb

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Friday, April 3rd, 2009 Animation, FumeFX, Particle Flow, Tutorial No Comments

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