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Meteor impact, and Particle spray
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  • Kinetic
  • Posted: 23 April 2010 07:54 AM
  • Total Posts: 247
  • Joined: 22 August 2006 10:17 AM

Hello, and thanks for your time,

Was trying to figure out a good way to set up a Pflow to show a small sphere of particles smashing into a large sphere of particles.

so that after collision, the small particle sphere breaks up into many indiviudual particles and recombines into a sphere again...crazy eh? I know.

I was hoping there was a way to create 1) particle spheres, 2) impact those spheres, 3) break up those sphere into many particles, 4) recombine the particles to recreate the spheres.

Pflow?, Dynamics?, tuts?
thanks again, P



XP Pro x64 SP2.
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NVidia Quadro FX 4600 768MB
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Replies: 0
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  • Samab
  • Posted: 23 April 2010 08:08 AM

Not going into too much detail, I don’t have Max near me right now.
Pflow.
1. Particle Sphere. Is that (a)a particle that is a sphere, or (b)particles that form a sphere?
(a) Shape Instance form a Sphere. (b) Position Object, from a Sphere.
2.& 3. Collision (b) or Collision Spawn (a or b) Test. Large sphere is the deflector.
4. Find Target.
That’s a start.



Replies: 2
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hey, thank Samab,
This is exactly what I’m trying.

I’m already using Posiion Object to make particles that for as sphere (i use metaballs on the particles after to make it look fluid like at least)

Then I am experimenting with a UOminFlect to deflect the particles from the sphere, with a collision spawn to create a half decent explosion of particles

Then I add a vortex force to collect those particles and then a target.

so far its looking bad. but im still messing with it. Looking forward to any better suggestions. P

Author: Kinetic

Replied: 23 April 2010 09:34 AM  
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Can you zip and post your scene?

Author: Krueger

Replied: 23 April 2010 12:06 PM  
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  • Kinetic
  • Posted: 26 April 2010 04:51 AM

Sure, I attached a 3ds V2008 64bit file.

The file is unpredictable; sometimes the particles effects work, and sometimes it doesn’t :/

another way to pull this off, I think, is instead of animating the particles to what I want in one seamless scene, such as a simulation viz, I can break up it up into multiple scenes and show what I want, without worrying about the transitions.

although one simulation scene looks best.



XP Pro x64 SP2.
Xeon Quad Core x2 @ 2.33GHz, 4Gb RAM, 4Gb Swap, DX9.0c.
NVidia Quadro FX 4600 768MB
Forcewear 97.68

Outdated gear

Replies: 1
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No file - please read this post for help with attachments.

Author: Steve_Curley

Replied: 26 April 2010 05:20 AM  
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  • Kinetic
  • Posted: 26 April 2010 06:07 AM

thanks. here is the file again



XP Pro x64 SP2.
Xeon Quad Core x2 @ 2.33GHz, 4Gb RAM, 4Gb Swap, DX9.0c.
NVidia Quadro FX 4600 768MB
Forcewear 97.68

Outdated gear

Attachment Attachment
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  • Krueger
  • Posted: 26 April 2010 04:11 PM

Well your pflows were setup backwards. The collision test should go on the small sphere. You also don’t need some of the operators you had like two position operators in one event, the one on the bottom will overwrite the top one. Take a look at the setup I made, I think it’s what you want if I’m interpretting it right.



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

Attachment Attachment
Replies: 1
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This is great MK-3D. Thanks!. I can mess around with this some more and to give me the desired outcome.

Author: Kinetic

Replied: 27 April 2010 04:55 AM