+2 I dont agree.gonebadfx wrote:I don't agree. ;)origin wrote:pflow is CRAP
Sure it's not as sophisticated as ICE, but for a particle engine is sophisticated enough + it's easier to grasp from an artist point of view. Not everyone is a TD
+2 I dont agree.gonebadfx wrote:I don't agree. ;)origin wrote:pflow is CRAP
A lot of things aren't updated after AD buys it!origin wrote:Ahh ure THE artistturbulence wind + kraktoa = instant win
But how many scripts to get simple effects had you wrote before they bought box#3 from milk cowing pflow developer?
Do you think Data op is more friendly to artist than ice?
http://www.scriptspot.com/bobo/mxs5/pflow/pflow__inherit_UV.htm
vs 1 compound in ice.
-not updated since it was bought by ad in 2003!
-slow
-crap interface
-crap
lol, As I said im not a TD or similar, or in other words, I dont write such kind of scripts! So I guess that may prove my point even more. Now I dont support max per se. I hate even to look at it. I just supported pflow a bit, just like I would even xparticles (plugin) for C4D, for which I have totaly opposite feelings than max.origin wrote:Ahh ure THE artistturbulence wind + kraktoa = instant win
But how many scripts to get simple effects had you wrote before they bought box#3 from milk cowing pflow developer?
Do you think Data op is more friendly to artist than ice?
http://www.scriptspot.com/bobo/mxs5/pflow/pflow__inherit_UV.htm
vs 1 compound in ice.
-not updated since it was bought by ad in 2003!
-slow
-crap interface
-crap
nuverian wrote:lol, As I said im not a TD or similar, or in other words, I dont write such kind of scripts! So I guess that may prove my point even more. Now I dont support max per se. I hate even to look at it. I just supported pflow a bit, just like I would even xparticles (plugin) for C4D, for which I have totaly opposite feelings than max.
Anyhow of course ICE is better than pflow, but something being better than another doesnt make that another "crap"
Well just that is a problem, someone will expect more for price of 4-5k euros. 'Good enough, maybe much more than that", today, this field belongs to Blender, probably Modo.Bullit wrote:PFlow does things good enough for several effects.
Tell me what these context issues are. I use ICE a lot and I'm surprised that I haven't come across them. If you tell me what they are, I'm sure I can make a better point.Bullit wrote:
Pooby
Well i see lots pros in mailing list asking about context issues they face off so i don't think you made your point very well.
If someone come with an easier system why everyone needs to be a rocket scientist? Complexity is not good.
.
Yeah I know that. But considering other particles systems today, imho, what's possible with available pflow nodes, does not justify to spent some serious time on it. Nodal system itself, does not tell enough.Bullit wrote:Mathaeus
You can do much more with Pflow than with conventional system which is still there.
And Data Flow inside Pflow is an like ICE system with attributes.
But why to not have proper conversion context nodes?Regarding context, well, whenever you're able to deal with more than one element at once, or different elements, in any way you like, there should be some matching rule. As far as I know, all these rules, anywhere, brings some level of abstraction. Something you just want to take as 2+2=4, perhaps without analyzing. At least, without analyzing at first time.
Could you say, what exactly you want to do. Otherwise, I'm afraid we will go to nowhere, talking of, what's proper conversion or not.Bullit wrote: But why to not have proper conversion context nodes?
Even if they would not work in 100% of cases.
sure it does. It doesn't matter that ICE will break the iteration into blocks and run those in parallel, it's still a normal iteration. But that iterator is implied in the tree instead of explicitly written.Mathaeus wrote:Anyway, I'd believe the main reason for context thing in ICE, is exactly what makes it different than C4d xpresso or Max pflow : speed. Mentioned classic way in c4d, works nicely for less than, let's say, 5-10K elements. Count of elements and operations, exponentially multiplies the execution time.
While ICE is allowed ( most likely) to utilize SIMD, in similar way to how renderer does. Perhaps ICE doesn't even iterate under the hood, at least not in traditional way.