Animation

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

FumeFX & Krakatoa Voxels

A FumeFX smoke driven Krakatoa Voxel pass.

Voxel Pass QT 3.5 mb

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Friday, March 27th, 2009 Animation, FumeFX, Krakatoa No Comments

FumeFX Drippy Paint

Thought it kinda looked like dripping paint in 3d space.

Paint Streak QT 25mb

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Friday, March 27th, 2009 Animation, FumeFX, Particle Flow No Comments

Box#2 R&D

This thing is really getting there. Oleg is doing a fine job getting things rolling. :D

Simple test, kinda liked it so I thought I’d post it.
Coins QT 12mb

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Thursday, March 19th, 2009 Animation, Particle Flow 2 Comments

Krakatoa & FumeFX

Messing around with the particle flow, the FumeFX follow operator, and PRT loader.

Krakatoa Pass

The fume pass.

Multiple Sources – gets chaotic

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Monday, September 15th, 2008 Animation, FumeFX, Krakatoa 2 Comments

Krakatoa :)

What a great renderer, thing is fun not to mention powerful as hell!

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Monday, September 15th, 2008 Animation, Krakatoa, Particle Flow No Comments

FumeFX TimeScale Test

An old test I did with FumeFX’s timescale feature. There are things that I know now that I didn’t know then to fix some of the shitty results you get by just simply adjusting the timescale, grid size, sim steps and not any other parameters.

8.3 MB .SWF

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Sunday, September 14th, 2008 FumeFX No Comments

Particle Flow Find Target & Script Vector

This is the result of a really cool trick using the sript vector channel and a find target operator in pflow.

The quick of it… grab the original postion and write it to the particle vector channel. Either with a script operator or better yet a box#3 operator. Obviously it has to happen prior to the find target op. In the find target operator set the “point” to “By Script Vector”, well that’s about it.

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Sunday, September 14th, 2008 Animation, Particle Flow No Comments

Afterburn

Couple of things, new AB4.0 with hypersolids and metaballs, I hate to say 4.0 isn’t doing so well in regards to the octane shader and hypersolids BUT raymarcher is kicking ass with the new ABshadow map, it’s much faster than before :)

13.0 MB QT
Afterburn metaballs, just because I thought it looked cool. You’ll have to pardon the black AB shader dots in the render though.

4.0 MB QT
A very old test piece with afterburn 3.2 and Fumfx 1.0 (before the fusionworks integration)

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Sunday, September 14th, 2008 Afterburn, Animation No Comments

Particle Flow – particle flow R&D some new some old

8.0 MB QT
Ground Vortex. A test using a vortex space warp along with a spherical wind, gravity and a few deflectors.

July 6, 2008

Built a new (my first really) Box#3 operator called “Simple Vortex”. It can be used to simulate a particle vortex in particle flow. You can download the operator and watch a 20 second clip that shows what it does. More…

June 23, 2008

Quickitme 2.3 MB

Particle Flow arrows :) 2.3 MB Quicktime

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Sunday, September 14th, 2008 Animation, Particle Flow 1 Comment

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