3ds max Radius Influence FX
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
Setup Video and Compounds
Edit: Changed video link to new 720p video.
Edit: Changed video link to new 720p video.
- Attachments
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- Anim Polygon Particles.xsicompound
- (24.18 KiB) Downloaded 175 times
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- Init Polygon Particles.xsicompound
- (5.16 KiB) Downloaded 133 times
Last edited by TwinSnakes007 on 23 Feb 2012, 04:58, edited 3 times in total.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
Disappear Trick
[rimg=800]http://www.pasteall.org/pic/show.php?id=26390[/rimg]
[rimg=800]http://www.pasteall.org/pic/show.php?id=26390[/rimg]
- Attachments
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- Disappear.zip
- (205.19 KiB) Downloaded 190 times
Last edited by TwinSnakes007 on 29 Feb 2012, 15:22, edited 1 time in total.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
The Wave
[rimg=800]http://www.pasteall.org/pic/show.php?id=26392[/rimg]
[rimg=800]http://www.pasteall.org/pic/show.php?id=26392[/rimg]
- Attachments
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- TheWave.zip
- (217.13 KiB) Downloaded 196 times
Last edited by TwinSnakes007 on 29 Feb 2012, 15:22, edited 1 time in total.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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.
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.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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]
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]
- Attachments
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- Assemble_Part1.zip
- (149.56 KiB) Downloaded 168 times
Last edited by TwinSnakes007 on 29 Feb 2012, 15:23, edited 4 times in total.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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]
[rimg=800]http://www.pasteall.org/pic/show.php?id=26653[/rimg]
- Attachments
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- Assemble_Part2.zip
- (198.44 KiB) Downloaded 166 times
Last edited by TwinSnakes007 on 29 Feb 2012, 15:23, edited 1 time in total.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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.
Re: 3ds max Radius Influence FX
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?
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?
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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.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?
-TS-
Re: 3ds max Radius Influence FX
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
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
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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.
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.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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]
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.
- TwinSnakes007
- Posts: 316
- Joined: 06 Jun 2011, 16:00
Re: 3ds max Radius Influence FX
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.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?
- Attachments
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- TheWaveRandom.zip
- (222.46 KiB) Downloaded 219 times
Re: 3ds max Radius Influence FX
Thanks! I was almost as far by myself
(seriously, the most useful thing for me is to first try myself, fail halfway through and then have someone bail me out. I'm dissecting what you did now)
(seriously, the most useful thing for me is to first try myself, fail halfway through and then have someone bail me out. I'm dissecting what you did now)
Re: 3ds max Radius Influence FX
BTW, I found out what was causing the (extreme) instability that I mentioned above. It got to a point where I couldn't do anything or soft would crash instantly. Turns out it was the thickness compound I had applied to a clone of the effected mesh. Only way to work is if I first disconnect that from my tree.
Just saying in case anyone else is combining twinsnakes' compounds with a thickness.
Just saying in case anyone else is combining twinsnakes' compounds with a thickness.
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