hi,
Thinking particle has a "blurp" effect in this video :
http://www.cebasstation.com/index.php?p ... eature=563
Is it possible to do the same thing in ICE ? Anyone has some idea about it?
Moderator edit: please use the URL tags - HB
Implement thinking particle's "blurp" effect in ICE ?
-
jerry7
- Posts: 45
- Joined: 22 May 2010, 01:43
-
Chris_TC
- Posts: 411
- Joined: 22 Mar 2010, 16:43
Re: Implement thinking particle's "blurp" effect in ICE ?
Of course this can be done in ICE. I don't work much with particle effects, but isn't it just a matter of defining a goal position for each particle, then moving it along a trajectory to this goal?
-
Hirazi Blue
- Administrator
- Posts: 5113
- Joined: 04 Jun 2009, 10:15
Re: Implement thinking particle's "blurp" effect in ICE ?
Might be a job you could achieve with Mootzoids commercial plugin emFlock2?
(I am not sure, as I myself do not own a copy of the tool
and can only do a "guesstimate" of its possibilities from videos and its online documentation.
So maybe someone else can confirm or vehemently deny my assumption...)
;)
(I am not sure, as I myself do not own a copy of the tool
and can only do a "guesstimate" of its possibilities from videos and its online documentation.
So maybe someone else can confirm or vehemently deny my assumption...)
;)
Stay safe, sane & healthy!
-
Ramon
- Posts: 111
- Joined: 19 Aug 2010, 20:47
Re: Implement thinking particle's "blurp" effect in ICE ?
Ok we can shatter 1 and 2 mesh with the same number of particles (pieces). But how can merge and interpolated their in space when move from 1 to 2?
-
nautilus
- Posts: 29
- Joined: 08 Mar 2011, 21:32
Re: Implement thinking particle's "blurp" effect in ICE ?
i´m absolutely new to ICE/XSI, but i have used ThinkingParticles (in C4D) a lot.
But i think the priniples are the same, so here´s way you can achieve it:
in this example it makes sense to split the Particles into three different groups.
first group sets the initial position, second group follows the curve on which the particles should fly along, and the third group finally assembles particles into the target position.
basically in vector-math, for making a particle fly from point a to b you only need the DistanceVector between StartingPos and TargetPos (targetpos minus startingpos), and then set this as the Velocity for the Particle.
and with each particle carrying its unique index-number, you can set as many particles as you want (index1 travels from StartingPos1 to TargetPos1, index2 to TargetPos2 and so on ....)
hope this helps, please correct me if my explanation wasn´t clear... (i´m not that type of english explanations-guy)
But i think the priniples are the same, so here´s way you can achieve it:
in this example it makes sense to split the Particles into three different groups.
first group sets the initial position, second group follows the curve on which the particles should fly along, and the third group finally assembles particles into the target position.
basically in vector-math, for making a particle fly from point a to b you only need the DistanceVector between StartingPos and TargetPos (targetpos minus startingpos), and then set this as the Velocity for the Particle.
and with each particle carrying its unique index-number, you can set as many particles as you want (index1 travels from StartingPos1 to TargetPos1, index2 to TargetPos2 and so on ....)
hope this helps, please correct me if my explanation wasn´t clear... (i´m not that type of english explanations-guy)
-
Matic
- Posts: 70
- Joined: 18 Jun 2009, 17:58
Re: Implement thinking particle's "blurp" effect in ICE ?
One of the first things I did with ICE was exactly this. Let me rummage a bit and I'll see if I can find the scene...
jerry7 wrote:hi,
Thinking particle has a "blurp" effect in this video :
http://www.cebasstation.com/index.php?p ... eature=563
Is it possible to do the same thing in ICE ? Anyone has some idea about it?
Moderator edit: please use the URL tags - HB
-
Matic
- Posts: 70
- Joined: 18 Jun 2009, 17:58
Re: Implement thinking particle's "blurp" effect in ICE ?
Aha, here it is.
It's very easy to achieve using standard factory compounds. And since you are using ICE, it's infinitely customizable. You can riff on the effect as far as your skill allows, you aren't stuck with just what a particular plug in does and that's it.
Which is the real power of ICE: it's a visual programming language that runs at speeds which can rival and in some cases beat compiled code.
This video shows the effect with around 400k particles, where the TP blurp effect is a little different in that it involves transporting elements of a shattered mesh. If the shattered mesh is necessary, it's also doable in ICE, but more complex and would involve more effort. Though at the end of that, you have your own, customizeable tool that you can add to your kit - that's the other aspect of ICE that's so powerful. Every time you make something, you can save it as a compound and use or modify it. You end up with a tool kit of ever increasingly powerful tools you've built and can apply to new jobs. I used compounds similar to this to lookdev green lantern constructs for the film, for instance, but built ground-up so I understood them thoroughly and so they did exactly what I wanted. In fact, this video was the first test I did to see whether the basic idea would work.
Nautilus, what you say is basically right, and you could construct this same effect from scratch using low level ICE nodes starting with the basic understanding you've outlined. On the other end, yes Eric's emFlock lets you do something like this with much higher level control.
Hope this helps. By the way for those who don't know already, the Vimeo Softimage ICE group and siCommunity are two of your best resources for learning ICE and seeing what you can do with it.
Cheers,
Andy M
It's very easy to achieve using standard factory compounds. And since you are using ICE, it's infinitely customizable. You can riff on the effect as far as your skill allows, you aren't stuck with just what a particular plug in does and that's it.
Which is the real power of ICE: it's a visual programming language that runs at speeds which can rival and in some cases beat compiled code.
This video shows the effect with around 400k particles, where the TP blurp effect is a little different in that it involves transporting elements of a shattered mesh. If the shattered mesh is necessary, it's also doable in ICE, but more complex and would involve more effort. Though at the end of that, you have your own, customizeable tool that you can add to your kit - that's the other aspect of ICE that's so powerful. Every time you make something, you can save it as a compound and use or modify it. You end up with a tool kit of ever increasingly powerful tools you've built and can apply to new jobs. I used compounds similar to this to lookdev green lantern constructs for the film, for instance, but built ground-up so I understood them thoroughly and so they did exactly what I wanted. In fact, this video was the first test I did to see whether the basic idea would work.
Nautilus, what you say is basically right, and you could construct this same effect from scratch using low level ICE nodes starting with the basic understanding you've outlined. On the other end, yes Eric's emFlock lets you do something like this with much higher level control.
Hope this helps. By the way for those who don't know already, the Vimeo Softimage ICE group and siCommunity are two of your best resources for learning ICE and seeing what you can do with it.
Cheers,
Andy M
You do not have the required permissions to view the files attached to this post.
-
Victorcg
- Posts: 91
- Joined: 26 Jun 2009, 08:59
Re: Implement thinking particle's "blurp" effect in ICE ?
Well, it is not actually the same result. In the TP blurp particles keep the shape of some fractured pieces, not like separate particles.
-
jerry7
- Posts: 45
- Joined: 22 May 2010, 01:43
Re: Implement thinking particle's "blurp" effect in ICE ?
yes, the key effect is morph shatters.