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).
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
A thinking particle setup to colonize a space with those beautiful ivy like plants. I was inspired by Sergey Movchan Colonizing tool and I heavily utilized the new TP spline operator. I started with a simple vision setup based on distance and the angle threshold between the moving particle velocity vector and the vector that connects this particle with the surrounding, you can check it here: The branches follows the same method of discovering the surrounding environment, and
When beauty meets technicality. A Vogel phyllotaxy formula application, built totally using Cebas TP. Morpher with four targets was used to animate the petals with bias starting from the center all the way to the outer edge. Rendered with Vray in 3ds max, rendering took almost 3 hours (caustics, translucency, DOF and alot of samples). A detailed breakdown can be found here. #Rose #thinkingparticles #phyllotaxis
I introduce to you The Defenders teaser. It is a personal project I'm working on with my friend Alaa Afifah for his animation course. I was mainly responsible for the VFX part (destruction & fumefx), It was a challenging and fun to work on project, the quality of animation is really great which urged me to push the vfx to higher level to match that quality. I'm gonna talk abit about the procedure. The scene was done totally in Maya and exported to 3ds max to do the VFX, we us
It was a great opportunity and honor to be interviewed by cebas Visual Technology Inc. We talked about my experience in VFX field and their amazing Thinking Particle plugin which allowed me to design most of the tools I'm using. Inside you will find loads of vfx stuff and training materials . Check it out :)
Cebas Testimonial #Cebas #Testimonial #thinkingparticles #AlaaAlnahlawi
MogaFrag is a demolition mograph thinking particles tool originally inspired by Eloi Radius Effector. It's capable of Building or demolitioning using object faces, Volume break it or it might be prefraged. -The position options are: Random, based on face normals or Activator position. -Alignment: Random or towards Activator -Scale can be animated with customized curve. Before fragmenting and object make sure the mesh ID is one and the UVW is proper in case you want to use the
This is the final Ditribution curves (Droplet tool) ready to use, and as I said in the teaser before it's based on Andrew tutorial which can be found here: velevfx.com/2010/02/01/distribution-curves
You can control almost all the aspect of it to achieve the desired drop shape you are looking for.
To finalize the look it's best to crank up the particle count and use it with frost or vray metaballs (in my case it was about 5000 each drop with Frost and rendered using vray) it
Made Using cebas TP. Number of particles: 480,000 Number of faces: 8,640,000 Render: QuickSilver with a 2048 iterations, the reason I chose it because it's very fast about 25 sec per frame, and it handles fine details in a very good way. Imagine if you want to do it in mental ray you have to crank up the samples to avoid flickering and it gonna take for ever with ambient occlusion. Compositing: in Nuke with some Sapphire filters. Regards
Alaa Alnahlawi #3dsmax #thinkingparti
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
Finally FragNoiser is out.
This tool (3ds Max scripted tool) is for adding details for your fractured model's internal faces , cracks and so on.
It offers a built in solution for doing so without the need of external plugins by using 3ds max
default modifiers in a clever and systematic way.
Download FragNoiser: goo.gl/TAZizn
Sample Scene (2013):goo.gl/2AZm8l
For detailed information please check the tool page: vfxarabia.co/#!fragnoiser/c1v3q
A TP tool to create most electricity types (Lightning, tesla sparks.....) It's widely customizable you can control speed, rate, no of branches, noise frequency and strength and where to hit.....The next step is to apply TP6 spline operator and it would be perfect. Regards
Alaa Alnahlawi #3dsmax #thinkingparticles #cebas #tp6 #electricity #flow #simulation #trail #splineoperator #lightning