Particle Flow
Quick Tutorial on assign Controllers to Pflow
Just a super quick tutorial on how to assign a Waveform (or any controller for that matter) to the Emission Rate of a PFlow Birth Operator.
Waveform2EmissionRate AVI 6mb – Techsmith Codec TSCC (Here)
For some reason the quicktime has some crappy artifacting and it is twice the size. If anyone is interested: Waveform2EmissionRate QT 13mb
You can stack multiple Waveforms in the same controller to achieve varied rates of birth, for example a large burst of particles the tapers down in steps.
Of course you can keyframe all this by hand with a bezier float controller too if you want 
Script – pFlow Control v1
Hopefully a useful script to easily manage some common Particle Flow parameters.
Geek Out with your iPhone/Touch accelerometer!
Some point3 data and PFTools Box#2
I added a quick little explanation of how to get the data into Max HERE

added some iCamera shake too, not so noticeable without any reference.
Box#3 Display Only Nth Particles
Quick Box#3 setup to only display every Nth particle in the viewport (or render, or viewport/render).
You filter out every nth particle, so for instance if you want to display every 10th particle, take your birth index and you nth integer of 10 pipe them to a division remainder function set an integer condition to equal 0, pipe that to the Output Visibility Viewport filter boolean. Pipe a Scalar Boolean False to the the Input of the Output Visibility. Now if a particle registers false it filtered out and will not be shown in the viewport. Propz go to Oatz (Khye Kading) for re-educating me about Division Remainders years ago
Hope you find it handy
Krakatoa and 100 million particles
A small amount by some standards. Bobo posted a really cool looking image the other day during a discussion about pflow and nice turbulent wind. This is what I came up with. It is comprised of 10 partitions of a 10 million particle flow. The color is generated via Krakatoa Channel Modifier based on age and emission (self illumination) is controlled by particle density.
4k- Particle Render – 100 million particles 10 mb
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Teapot on the Ocean
As usual just messing around…still needs some love, testing high poly animated collision objects in box#2

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

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.

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.

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