3ds max Radius Influence FX

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Maximus
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3ds max Radius Influence FX

Post by Maximus » 31 Jan 2012, 18:56

Hey guys, happened to watch this video today and i was wondering how hard it would be to create something like this in ICE.



i gave a shot mostly on disconnecting edges/polygons and applying some force but then i got stuck, this seem a really awesome script, wonder if we can have a discussion and share some ideas on how to achieve those deformations on a geometry.

cheers, Max

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 31 Jan 2012, 19:48

Yeah, that's some pretty basic stuff he's doing there. We could wire that up in ICE without any coding and it'd be multi-threaded and wouldnt need any pre-processing like he's doing either...and best of all....FREE!

To do the transform tricks he does, off the top of my head, we'd need:

TestInsideNull
GetDistanceBetween
RandomizeAroundValue
DisconnectComponent

I wouldnt use Forces for the simple stuff he's doing. We can take his concept WAY further by introducing Forces, but not for the simple transform stuff he's showing in that video.

Chris_TC
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Re: 3ds max Radius Influence FX

Post by Chris_TC » 31 Jan 2012, 19:56

I agree. He's not using forces in the video, just some kind of scaling and rotation based on a distance to the input sphere.

You can use forces if you make a point cloud, generate one particle per polygon and then have the topo tree read the particle data. But I'd start with the basics and make a regular non-simulated topo tree.

This may get you started if you haven't watched it yet.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 31 Jan 2012, 20:03

Chris, maybe you can give me a headstart on something and save me some research time.

The manual says you can animate the modelling region of one object using a custom parameter from the simulation region of another object. Basically, an animated modelling region.

I havent had a chance to wire this up, but was wondering if you or anyone else has?

That particular feature would help out alot for this effort.

iamVFX
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Re: 3ds max Radius Influence FX

Post by iamVFX » 31 Jan 2012, 20:19

I made this compound one day, it's slow (because I've used repeat node, yes, shame on me) and it's working in the per point context, but it works within an one node. If you want to modulate polys by null and have more speed you better use Guil's script
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Chris_TC
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Re: 3ds max Radius Influence FX

Post by Chris_TC » 31 Jan 2012, 20:36

TwinSnakes007 wrote:The manual says you can animate the modelling region of one object using a custom parameter from the simulation region of another object. Basically, an animated modelling region.

I havent had a chance to wire this up, but was wondering if you or anyone else has?
Yes, I have tried it and it works.

You just read the attribute from your simulated ICE tree and use it somewhere in your topo tree. If you want to use per-point data from a point cloud, you have to Build Array From Set, or the topo tree will refuse to read the attribute.

For example, if you have one particle per polygon, you might simulate an attribute called MySize. You store it as an array on the point cloud and read it on your topo tree via Select in Array (supplying the polygon index).

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guillaume
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Re: 3ds max Radius Influence FX

Post by guillaume » 01 Feb 2012, 04:44

iamVFX wrote:....If you want to modulate polys by null and have more speed you better use Guil's script
Please don't use those old compounds from my blog :). They were created before ICE modeling and are very slow (but are still interesting for learning purpose). If you need something fast you can take a look here: http://xsisupport.wordpress.com/2012/01 ... -modeling/

Cheers,
Guillaume Laforge

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Maximus
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Re: 3ds max Radius Influence FX

Post by Maximus » 01 Feb 2012, 08:28

My main problem is how to apply forces after you disconnect the components in a non-simulated ice tree environment. I wouldnt want to use particles to drive the deformations, but more like some effectors and easy to control deformers/forces.

After i disconnect all the polygons/vertex i'm stuck into not bein able to move the polygons with some forces..
bare with me i'm no ICE expert.

thanks everyone for answers :)

Max

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 01 Feb 2012, 20:13

The one thing I'm a little grey on is - how to dynamically set the visibility on a per polygon basis in ICE? Is that even possible? An alternative would be to use DeletePolygon, but a Topo change seems expensive.

Chris_TC
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Re: 3ds max Radius Influence FX

Post by Chris_TC » 01 Feb 2012, 21:01

TwinSnakes007 wrote:The one thing I'm a little grey on is - how to dynamically set the visibility on a per polygon basis in ICE? Is that even possible?
Scale it to 0. Or you could apply material IDs with ICE, as this works per polygon.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 03 Feb 2012, 16:55

Made some progress on this....will post some stuff this evening after work.

OT: Man I wish I could play with ICE over the web so I could tinker with it while I'm at work.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 04 Feb 2012, 07:17

Here's a simple start....

* Particle Grid with Particles Shape set to Box
* Modelling Region ICE Tree so it's all "live".

Image

Next is to add the ability to set the Scaling/Rotation/Translation Min/Max.

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druitre
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Re: 3ds max Radius Influence FX

Post by druitre » 07 Feb 2012, 19:16

Hello Twinsnakes,

how difficult would it be to have the transforms etc be driven by an arbitrary shape? An 'inside mesh' type of controller for instance, a weightmap or an input image (luminance etc). In my opninion that would expand the possibilities a lot.

Jasper

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Memag
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Re: 3ds max Radius Influence FX

Post by Memag » 07 Feb 2012, 19:19


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Maximus
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Re: 3ds max Radius Influence FX

Post by Maximus » 08 Feb 2012, 11:02

just wow, especially for the easy use..

Ramon
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Re: 3ds max Radius Influence FX

Post by Ramon » 08 Feb 2012, 13:43

easy and fast

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