As you can see from the video this techniques doesn't involve any complex formulas, just a battle between two forces (Repel,attract) while changing the size depending on the underneath color.
I did a small trick here to make the simulation faster where I forced the color check to occur only every five frames instead of everyone. And forces only happen in a certain range so each particle will only interact with a couple of its neighbors in range. www.vfxarabia.co
A slightly modified version of the sand solver, it gave me more control and interesting results than the conventional way of just using some wind turbulence. You can see this in the sand chunks that get eaten by time. Regards
Alaa Al Nahlawi #sand #3dsmax #tp #thinkingparticles #krakatoa #particles
A step forward from my previous video, I tried to apply the sand effect to a deforming object which was a bit of a challenge. But I was able to achieve sth here I tracked the surface velocity and applied it to the 20,000 volume particles while physics and joints are active, joints started to break gradually based on velocity and collision. Those particles at a later stage drove 1,000,000 which will give the sand look, and I also grabbed the texture coords from the unwraped Zo
Based On Eloi Andaluz Thinking particles sand setup, I cached 1m TP particles then used a PRT loader and multiplied the count a couple of times. The Texture coordinates were exported from TP using a TextureCoord channel. Caching and rendering were done in about two hours or so. To put it in steps: - Cache the low res TP (around 20,000 particles) that will guide the high res particles.
- Cache the High res TP (that will bring the particles count to 1,000,000 or higher).
I came across Alessandro Pepe magnetic field Houdini tutorial, and I thought why not doing it in Thinking Particles. each one of the particles in the field will be affected by this velocity vector, it is as simple as:
v1= unit(Prt.v - Neg.v) * (1/dn)
v2= unit(Pos.v - Prt.v) * (1/dp) Neg.v: the position of the negative pole
Pos.v: the position of the positive pole
Prt.v: the position of the particle
dn: distance from the particle to the Negative po
Having the ability to build effects based on the outlines of a shape is very important in VFX and motion graphics, so I made this easy to follow setup to detect image edges and create particles on top. You can control the width, threshold and the samples. For more check the Tutorial Page.... #tp #thinkingparticles #3dsmax #tutorial #edgedetection
This is a Thinking particle which is based on Hristo electric arc setup, I added some controls and features like: -New Tp spline, so you dont need to increase the particle count to make the arc look solid. which made the tool more responsive. -Noise Scale. -Animated phase. -Animation speed. -Time to reach the target. -Randomness in scale, speed, width..... -Absolute control over the manitude place and strength using Value to Value curve, so technically you can draw the sthape
In this tutorial I'll be talking about three ways of activating particles and moving them back to a certain surface in a systematic way (not randomly), and those methods are:
-Activate by color (2:16)
-Activate by distance (7:16)
-Move a pattern of particles from one surface to another (also using color activation) (14:25) Here is the Black box file to download. #3dsmax #thinkingparticles #tp #tutorial
Splash modeling tool is a cebas thinking particles tool inspired by Hristo Velev Velocity sculpting setup which can be found here:velevfx.com/2010/11/14/thinking-particles-video-tutorial-velocity-sculpting/I snapped this brilliant setup and with a bit of twists, automation and the great help of vfx artists in Cebas TP group on facebook like Sergey Movchan and Fabian Buckreus this setup is able now to do such modeled splashes. As a final step I implemented TP6 flow to give it
Moga is a mograph TP tool that allows you to shatter and reconstruct
any 3d object in a fashion way with simple clicks. It does this by activating the frags
using two methods:
1- Distance to an activator (Dummy, unlimited number).
2- Using B/W animated map. It has a lot of capabilities depending on your imagination.
And about the name, I'm a coffee guy so it's derived from mixing Mograph with mocha :p
The tool is to be released soon so stay tuned. Regards