A simple trick to morph between two objects, tool's feature:
- Uses volume break.
- Activation method (in mesh condition in my case) you can use what ever you want.
- Several forces: Path follow, wind noise and spinning.
This tool doesnt have an interface so you need to have some knowledge in TP for you to dive down and tweak things, but I assure you nothing complex, everything is organized and labeled.
Transformers swirl rockets
Well if you've seen Transformers then you must be familiar with this rocket launching formation, it was created in 3ds max 2017 using cebas thinking particles.
The attached scene has a wind control which is not shown in the video, you need to have some knowledge to dive deep in the setup so you can change the spawn time, rockets number and angle.
Have fun ;)
TP Crumbling shell
Mimicking wall shell crumbling using in between particles bind relations and the famous Cebas Shape Collision dynamics engine. You can get away using Bullet physics which will give you a more responsive and fast simulation setup but at a cost of accuracy.
Bacteria multiplication tool
I developed this tool to imitate bacteria multiplication.
#Organic #organism #Microscopic #3d #Particles
TP road demolition tool:
In this video I'm sharing with you guys the TP tool I used to demolish my road, I will explain all of its aspects the process, the interface and the build of it.
Example scene: download
The tool alone: download
Note: I added an extra parameter under Debris panel (Size threshold) it determine the smallest size among the frags that will emit debris.
TP Sand Man:
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 Zombie surface.
Of course rendered in Krakatoa with some motion blur.
An upgraded version of the previous sand test: vimeo.com/109047041
I cranked up the count to 5 millions divided on 15 partitions, rendered using krakatoa.
With this setup all you have to do is replace the sphere with the desired object and do some adjustment regarding scale, collision and wind properties. You've got to have some experience in TP to use it, it's not an easy to use TD tool yet.
The max file (2013) : Download
Distribution curve (Droplet tool):
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-curvesYou 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 took ages to achieve this look :p
The teaser can be found here
3ds Max 2015 - TP6 : Download
3ds Max 2014 - TP6 : Download
MogaFrag is a demolition mograph thinking particles tool originally inspired by Eloi Radius Effector.
It's capable of Building or demolishing 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 map option.
Bare in mind that VB option is some how limited, I faced some issue with uvw and activating the frags but in general it will work okay.
If you faced any problems or errors plz notify me I will be glad to hear from you, or if you have any idea that I can implement.
The original teaser: here
3ds Max 2015 - TP6 : Download
TP6 BlackBox : Download
In one of FX TDT tutorials (Nanomite) there was a need to use Birth texture technique and the way to do it was with PF birth texture node. I thought why not doing it in TP I digged inside the nodes and came up with this result.
It's pretty much rigid and fast but be carefull it depends on UV map so if your object's uv is messed up so will your particle generation. Make sure your surface is well unwrapped and you are good to go.
TP BlackBox: Download
This tool is based on Hristo electric arc setup, I added some controls and features like:
-New Tp spline, so you don't need to increase the particle count to make the arc look solid. which made the tool more responsive.
-Time to reach the target, so the arc wont just popup between two points.
-Randomness in scale, speed, width.....etc
-Absolute control over the magnitude place and strength using Value to Value curve, so technically you can draw the shape of the arc.
-Thickness control over the length of the arc, it can be bulge only in the middle or have random thickness.
-Thickness control over arc life. It will start thin, grow thicker and then goes back thin again before disappearing.
TP Bitmap Edge detection:
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....
Tp Magnetic Field:
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 :p :
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 pole
dp: distance from the particle to the Positive pole
Mastering some hierarchy and vector math techniques, it can be applied to any kind of models just need some preparations.
It can be used as a template for motion or info graphics likewise.
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.
TP Pixelizar is the 3d version of this effect where you can control shape, gap, timing, position randomization......etc
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