3ds max Radius Influence FX

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 10 Feb 2012, 20:47

Memag wrote:Isn't disappearing effect just scaling"
Yeah, but what I didnt know was how to control it - [When it should start disappearing/How long should it take to finish disappearing, Which ones should even disappear at all, etc.]
Memag wrote:He also uses the animation and deformation of instanced object/poly, doesn't he?"
Yeah, he's doing keyframe animation transfer and he's baking down the effected objects, both limiting factors IMO. You can keep it all live with ICE and add some randomness to the effect, e.g., each object/poly doesnt have to do the same thing, in the same way. With his current approach, that's not possible. Granted the man is obviously gifted, so he's probably not done working his magic, but ICE as a platform, offers more flexibility IMO.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 12 Feb 2012, 00:56

First video, just showing a POC of the Motion Graphics system. Next set of videos will go over the compounds and ICE Trees.

Edit: Changed video link to new 720p video.

Last edited by TwinSnakes007 on 14 Feb 2012, 03:08, edited 1 time in total.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 13 Feb 2012, 00:35

Setup Video and Compounds

Edit: Changed video link to new 720p video.

Attachments
Anim Polygon Particles.xsicompound
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Init Polygon Particles.xsicompound
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Last edited by TwinSnakes007 on 23 Feb 2012, 04:58, edited 3 times in total.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 13 Feb 2012, 01:44

Disappear Trick

[rimg=800]http://www.pasteall.org/pic/show.php?id=26390[/rimg]
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Disappear.zip
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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 13 Feb 2012, 01:48

The Wave

[rimg=800]http://www.pasteall.org/pic/show.php?id=26392[/rimg]
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TheWave.zip
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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 13 Feb 2012, 02:15

I dont have 2012 SAP...so no Apply Thickness...[which would be sweet for this kinda stuff]. Will have to wait for the 2013 release to play with that.

One more example scene I'll do tomorrow is the "appear out of no where and fall into place" trick he did, or said another way, "assemble from pieces".

In SI, that would be: offset the particle emit position some length along the polygon normal and control visibility with a null controller object...viola!

Edit:...and just to show how superior we are to those Max shops, I'll add a vortex to the front of the effect. :-o

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 14 Feb 2012, 01:56

Okay, for the Assemble Effect, I thought I'd do something different and do a progressive demonstration along with some scene Files.

So, here is step one, preparing the mesh for the effect.

Edit: Changed video link to new 720p video.

[rimg=800]http://www.pasteall.org/pic/show.php?id=26468[/rimg]

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Assemble_Part1.zip
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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 14 Feb 2012, 02:17

Here's Part 2 of the Assemble Effect [the effect is complete, but no forces....yet]

[rimg=800]http://www.pasteall.org/pic/show.php?id=26653[/rimg]

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Assemble_Part2.zip
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 16 Feb 2012, 07:16

So that's basically all of the "types" of effects in the video. That should pretty much cover it unless someone request to see something.

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druitre
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Re: 3ds max Radius Influence FX

Post by druitre » 17 Feb 2012, 13:39

Hi Twinsnakes,

I've been playing around with your scenes ('disappear trick' and 'wave'). Although I have had some success figuring out the what and how and made some modifications, I can't find where you set the length for the transition - my polys always keep rotating uniformly at exactly the same speed. How do I make them rotate/transform etc faster, and how do I add variation or randomness to the timing?

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 17 Feb 2012, 16:56

druitre wrote:I can't find where you set the length for the transition - my polys always keep rotating uniformly at exactly the same speed. How do I make them rotate/transform etc faster, and how do I add variation or randomness to the timing?
Druitre, I'm actually learning as I go along as well. Great thing about ICE is that its so versatile, there's several ways to achieve the result you want. I'll wire up some "variations" on those effects and post them for ya.

-TS-

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druitre
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Re: 3ds max Radius Influence FX

Post by druitre » 17 Feb 2012, 17:57

Cool, thanks.

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druitre
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Re: 3ds max Radius Influence FX

Post by druitre » 22 Feb 2012, 23:09

hi Twinsnakes,

I'm still tweaking your scene around, trying to have the transition time of each particle/polygon be independently adjustable of the overall speed of transition (basically, have the first poly be completely done with its transition before the next one starts, could be related to a different falloff on 'test inside' maybe?)

And another one, trying to set the local axis of rotation for all polys to a uniform one. (as in a sphere set up to mimic rotation around Y would now rotate its polys all outward from the sphere's center, whereas I'd want all polys rotating around a global Y axis, for instance. If that's a clear description)

Would still appreciate those examples of random transition offset or speed adjustment! (I've managed the latter but it's making my overall effect somewhat too 'smooth', see above about separating transition time per poly from overall speed)

And at the moment having constant crashes whenever I do basically ANYthing within the pointcloud icetree. I didn't have that before (with the same scene, I mean). Do you have any idea what might be causing instability? I've found out that sometimes it helps to disconnect the tree before tweaking, or to hide all objects, or to disable the stack, but I'm still getting crashes. Strange.

thanks, Jasper

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 23 Feb 2012, 00:28

Will post something tonight. Be busy looking at the Vray Release, Houdini 12 release and working on a ICE car rig.

I updated the (2) compounds, to make it easier to setup these kind of mesh-polygon effects. I'll post the new compounds tonight as well.

Neat part is, there's a Toyota commerical out that uses the "Assemble" type effect. I thought that was neat.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 23 Feb 2012, 05:30

Here's another 'Assemble' Effect...this time some Text coming together. Now, to control how fast they move and how fast they appear, you adjust the FCurve. We are using the TimeInState to determine how long the particle has been in a particular state or 'activated', and then using an FCurve to calculate the ratio between how long the particle has been in a state and a value range of [0..1].

A FCurve is modulating between the particles current position and it's EmitPosition [where it was born] and another FCurve is modulating the particle scale [its the only way I could figure out how to hide polygons].

This file also uses the newer versions of the compounds [Init Polygon Particle & Anim Polygon Particle], just to explain it a little, Anim Polygon Particles: You can select which Particle data you want applied to the Polygons. Since retrieving and applying this data has a cost [in terms of time], then it allows you to gain some speedup if you dont need Pos & Scale & Rotation. If you just want Position, then you dont have to waste time getting Scale/Rotation as well.

Here's the file: Logo Motion

[rimg=800]http://www.pasteall.org/pic/show.php?id=27057[/rimg]
Last edited by TwinSnakes007 on 29 Feb 2012, 15:24, edited 1 time in total.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 23 Feb 2012, 06:15

druitre wrote:my polys always keep rotating uniformly at exactly the same speed. How do I make them rotate/transform etc faster, and how do I add variation or randomness to the timing?
If you want to add randomness to each particle then you need to set a per-particle attribute that has a random value. I've attached a scene where I've created an attribute called "AnimModifier" where I've assigned a random value between .25 and .75 to each particle when its first created [emitted]. I then read that attribute in my tree and use it to vary how fast each particle moves and rotates.
Attachments
TheWaveRandom.zip
(222.46 KiB) Downloaded 218 times

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