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c1p0

Member Since 11 Dec 2011
Offline Last Active Oct 13 2012 03:00 PM
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Posts I've Made

In Topic: Thinking Particles - SubFrame Emission

14 March 2012 - 12:24 PM

Not sure if this was mentioned already, but the cheapest trick to get rid of the "puffy space rocket" problem is to use the Distance and
Distance Variation Parameters inside the PStorm Node. With a high velocity value no one will see if the particles are emitted
exactly from the Emitters position or a little bit in front of it.


I created a little xpresso script for subframe emission using thinking particles and custom data channels , i'll send it to you this weekend :) Of course this is still a linear calculation, the real solution would be to convert the previous positions to spline points, subdivide them, and get the point values from the subdivisions. Sounds like a complicated python script :S

In Topic: Cinema 4D - Help with Forces

11 January 2012 - 12:14 PM

So what technique did you end up using? If you use dynamics, you can delay on the tag. If you used explosion, you can control the effect with the parameters. If you want to add turbulence to the dynamics, you should use forces tab , and keyframes to have the desired effect. You should narrow down what you're asking, so we can help:)

In Topic: Thinking Particles - SubFrame Emission

08 January 2012 - 02:18 PM

A realy interesting approach would be to extrapolate several previous positions to get a curved instead of linear distribution of positions.
Anyone up to the task? it's a bit beyond my math skills.
Cheers
Björn


I was thinking about the same thing, for null objects it can be done, but using a tracer to catch the motion and then emitting from the spline seems easier (since you'll have indexable points instead of frame based calculation.)



I am trying to use the memory node with particles. Here's a simple scene with a very interesting problem:
Scene File

I'm using a ppass node, and i'm connecting it to a memory node (tp particle mode). I'm getting the data from both of the tp particle outputs. When i'm using the memory node to simply pass through the particles, the same particles are being created, (as you can see on the video).

When i switch the memory node to output a previous state, the same particles are born again, bot the one from the memory node will place all particles to the same position. (this means that the pstorm node runs the same, but always get the first particles info only.)

What i'm doing wrong?

Balazs

In Topic: Thinking Particles - SubFrame Emission

05 January 2012 - 03:25 PM

Hi Balazs,
using the difference between the previous and the current position of the Null is the same as using the veloctiy. The only difference is that the velocity you calculate is in units/frame while the velocity value is in units/second.
Cheers
Björn


Hm. Interesting. I'm going to try out if i can achieve the same results. Basically this technique shows how you can make a lot of points between the previous and the current, and the velocity trick won't make any new particles. Thanks for the feedback, from you it's an honor :)

In Topic: Object Buffer to name

05 January 2012 - 10:34 AM

I wonder if there is any way to do this through scripting... or just change it in 13.5 (hint hint Maxon). I would gladly chip in for someone to develop this as it would make my compositing and general life a hell of a lot easier


Try asking Charles Rowland, he has done something with the object buffers to speed up workflow. http://twitter.com/#!/RagingClaw He has done python scripting. I'll try to get in touch with him and send him here :)