Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Particles - Dynamics / Allan McKay preset air_Snow Settle question, more morphing objects collision
  RSS 2.0 ATOM  

Allan McKay preset air_Snow Settle question, more morphing objects collision
Rate this thread
 
63442
 
Permlink of this thread  
avatar
  • Navarth
  • Posted: 10 January 2012 05:09 AM
  • Location: Detroit, MI USA
  • Total Posts: 57
  • Joined: 25 September 2006 01:31 PM

Once again I thank you for helping this poor particle noob.

I’ve been messing with the air_Snow Settle preset and it’s just about perfect for my needs for confetti falling onto an opening gift box with morphing ribbon lofts. What I need to figure out is how to get the snow to keep bouncing off of stuff until it settles to the ground. (More like confetti, less like snow.) The way the particles land on the ground is quite fine, but the spherical collision in this preset has the particles sticking to the sphere when I really need them to bounce off and then continue to collide as they eventually land on the ground.

Does that make sense? I will continue to view tutes and de-construct this preset, but I am in total hurry-up mode and any good advice would be greatly appreciated.



"Two hours of loose philosophizing will never tilt the scales against a sound belch.”
-Jack Vance, Cugel’s Saga

Replies: 0
avatar
  • Navarth
  • Posted: 10 January 2012 05:21 AM

I guess I should say that I’m able to make the particles bounce off, but after that they don’t respond to gravity and head upwards too strongly instead of then heading to the floor. I’ve tried to add another gravity force to the event but it doesn’t seem to affect things.



"Two hours of loose philosophizing will never tilt the scales against a sound belch.”
-Jack Vance, Cugel’s Saga

Replies: 0
avatar
  • Krueger
  • Posted: 10 January 2012 08:04 AM

Can you post a screen shot of your pflow setup?



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
avatar
  • Navarth
  • Posted: 11 January 2012 02:11 AM

Sure! I hope I do this right, never posted a screen grab on this forum before...I’m assuming I just attach it? Here goes.



"Two hours of loose philosophizing will never tilt the scales against a sound belch.”
-Jack Vance, Cugel’s Saga

Attachment Attachment
Replies: 0
avatar
  • Navarth
  • Posted: 11 January 2012 02:50 AM

Okay! So now I know how to post a screen grab. What a noob....

I think it may be useful for me to explain what I’m trying to do with this, so I might be long-winded here; apologies for that.

So: as you can see, it’s a hack of Allan McKay’s preset ‘air_Snow Settle’.

I added another PF Source because I wanted the confetti to be two different shapes; the original snow I just changed the scale so it was more like a disk, the second PF Source I changed the shape to a cube and changed the scaling so it would be like a flat rectangle. This works for generating two different shapes of confetti, I don’t know how it would be done with just one PF Source. (I’d be happy to learn.)

The scene I’m working with is a gift box opening with a trophy inside. The box sides, top, front and bottom are separate objects that ‘unfold’ to open the box. (It was necessary to do it this way.) So I need the confetti particles to bounce off the outsides of the box as it’s opening, the trophy, and then fall to the ground like the snow does in the preset. And the box will be open then, so particles have to settle on the inner sides of the box, and also the trophy. I added another collision test for the box parts and the trophy and added Udeflectors for each part of the box and added them to that collision test. So far it doesn’t work, any advice is greatly appreciated.

I also need to make the particles and box disappear soon after. No problem doing that with the geo, but how to make the particles fade out escapes me. I applied a Material Frequency to both flows and used that to make separate colors. I tried keying the opacity in the materials but the particles don’t seem to respect that.

Does that explain things well? Any advice is greatly appreciated.



"Two hours of loose philosophizing will never tilt the scales against a sound belch.”
-Jack Vance, Cugel’s Saga

Replies: 0
avatar
  • Krueger
  • Posted: 11 January 2012 08:40 AM

Navarth 11 January 2012 02:50 AM

This works for generating two different shapes of confetti, I don’t know how it would be done with just one PF Source. (I’d be happy to learn.)

You could do it two ways. The first would be to create the two objects you want in your scene and group them together. Then you can use the shape instance operator instead of the regular shape op and use your group for the object, making sure to check seperate particles for group members. You can also link the objects together, select the parent for the shape and check seperate for object and children. Or attach the two objects to one mesh and check seperate for object elements.

The second way, not really creating one pflow source but..., you can create your second pflow source then copy and paste instance all the shared operators from the first source. The only unique ones would be the shape ops.

So I need the confetti particles to bounce off the outsides of the box as it’s opening, the trophy, and then fall to the ground like the snow does in the preset. And the box will be open then, so particles have to settle on the inner sides of the box, and also the trophy. I added another collision test for the box parts and the trophy and added Udeflectors for each part of the box and added them to that collision test. So far it doesn’t work, any advice is greatly appreciated.

So they need to bounce off any collision once then settle on whatever next collision they have? If that’s the case, going off your current setup, copy the two collision tests from Event 01 and regular paste them into Event 02. Keep the ones in Event 01 set to bounce and make the ones in Event 02 set to stop. And wire the output of both tests to Event 02.

Copy the Force from Event 01 and paste instance it into Event 02 and move it above the collision tests. If it’s under them, your particles will still be affected by the force after they stopped so they’ll continue to fall.

I also need to make the particles and box disappear soon after. No problem doing that with the geo, but how to make the particles fade out escapes me. I applied a Material Frequency to both flows and used that to make separate colors. I tried keying the opacity in the materials but the particles don’t seem to respect that.

You need to use the particle age map for the opacity in your materials. You’ll probably have to swap colors #1 & #3 so #1 is white and #3 is black, otherwise they’ll fade in not out. And make color #2 white as well and change it’s % to something like 90 or 95. Using this map won’t do anything unless you specify the age of the particles, so you need to add a delete operator. Put that up in the PFS_Snow under the render op and change it to by particle age and set the life span to whatever you want.

Since this way is based off particle age, they won’t fade out at the same time. To get them to do that, you’d have to take the Birth from Event 01 and move it into a seperate event and change the emit start and emit stop so they are both -10. Now put an age test after the birth op and set test value to 32 and variation 32. Then wire that output to Event 01 and make sure to re-wire the output from PFS_Snow to the new birth event and not Event 01. This makes all the particles born at the same time, so they will die (fade out) at the same time.

Another thing is move the Material Frequency from Event 01 to PFS_Snow under the render op as well and delete the Material Frequency from Event 02. This will apply the same material to all the events and keep the material id’s consistent.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
avatar
  • Navarth
  • Posted: 11 January 2012 09:34 AM

Kreuger, I thank you profusely. I will be studying your reply closely.

I have managed to control the opacity of the confetti with an animated vray color in the opacity slot of all the multisub mats in the Material Frequency, thank goodness. Now I will begin deconstructing your info. Thanks again, and I’ll get back with my results and perhaps more noob questions.



"Two hours of loose philosophizing will never tilt the scales against a sound belch.”
-Jack Vance, Cugel’s Saga

Replies: 0
avatar
  • Navarth
  • Posted: 18 January 2012 10:45 AM

I just wanted to post that I have the confetti working, thanks to all who helped. I have a new question regarding this same job, I will post it as a new topic. (I hope that’s proper?)



"Two hours of loose philosophizing will never tilt the scales against a sound belch.”
-Jack Vance, Cugel’s Saga

Replies: 0