I have and will release multiple video tutorials on different websites. On my own website you can find them all in one place:
http://incendii.com/html/freebies_01.html
Over 4 hours of material so far.
cheers,
Ansi
ParticleFlow For Packshots is now released on Evermotion.org :)
[img]http://static3.evermotion.org/files/tutorials_content/anselm/PFlow_For_Packshots/Baner.jpg[/img]
[url]http://www.evermotion.org/tutorials/show/7956/particleflow-for-packshots[/url]
hope you like it as well, thanks for watching.
kind regards,
Anselm
Hy folks,
i made a mini series of video tutorials for Evermotion.org. The first one is released now :)
http://www.evermotion.org/tutorials/show/7953/particleflow-tutorial-by-anselm-von-seherr
thanks,
Anselm
Hi people,
this is my last tutorial on how to create a realtime system to orient particles on normals of a deformable surface, I hope that you consider it useful
http://www.augustolombardi.it/TUTfeathersENG.html
cheers
Augusto
Here are some tutorials for PFlow (some of Box 1 here and there) as well as FumeFX.,
There has been some controversy with a few guys who I would have never thought even cared about me, but they accused me of plagiarizing some of Allans tutorials. But i didnt even know Allan had tutorials until AFTER I made those. Just to clear that up.
www.ParticleFlow.net
- Evan
Hey all, just discovered this Orbaz-forum oasis today, I don't know why I haven't found it sooner!
Anyway, I thought I'd start by posting a link to a cloud tut I did half a year ago:
http://www.3dtotal.com/team/Tutorials_3/jussing_clouds/creating_clouds_3dsmax01.asp
PDF:
http://www.jussing.dk/tutorials/jussing_cloud_tutorial.pdf
Sample animation (MOV):
http://www.jussing.dk/tutorials/jussing_cloud_tutorial.mov
Hope you find it useful, I'll be happy to answer any questions.
Cheers,
- Jonas
Long time no see...
Stumbling upon a thread about creating a flood CHEAP (meaning NO Flowline, NO Realfow, NO Plugins) in a german MAX forum i sacrificed some spare time with R&D starting from scratch...
Feel free to download:
[url]http://www.3delicious.de/spielwiese/flood.zip[/url]
FLOOD (Contains MAX8 File & Screenshot)
kindest regards,
Anselm
[url=http://upload3.postimage.org/266525/photo_hosting.html][img]http://upload3.postimage.org/266525/hochwasser.jpg[/img][/url]
[/img]
I know there have been a number of these posted, but here is a couple that that seem to work well.
One method generates fragments by VolumeSelect and the other by Boolean.
Here is a tutorial on the Boolean method;
www.charleycarlat.com/Tutorials/Tut_BoolFrag.wmv
Both methods are basically identical and vary only in which script you use to fragment.
Also, the fragmentation scripts are here
www.charleycarlat.com/MaxScripts/FragScripts.zip
I hope you guys can find them useful.
BTW If you want the Data Op for Scale by Particle Distance, let me know. It is so easy to make that I haven't bothered putting in the BarterHall, but if enough people are interested, I can.
Hy Orbaz community!
A new particle Flow tutorial about planting a LOT of objects by me is relaeased at CGAreana.com and it´s current issue.
further more it went frontpage at 3dtotal.com http://67.15.36.49/team/Tutorials_2/particle_planting/particle_01.asp :D
regards
anselm
In this tutorial I explain the principles for create the video shown in the gallery
http://www.orbaz.com/forum/viewtopic.php?t=597
I wrote it in 2 versions:
http://www.augustolombardi.com/TUTwall.html italian version
http://www.augustolombardi.com/TUTwallENG.html english version
Have a good job!
Invented that during a break...took me like 2 minutes to build up...so nothing really funky at all
[img]http://www.3delicious.de/spielwiese/research/PFlow_Fake_GI2.jpg[/img]
PFlow Fake GI
Here´s the Script that positions a light at every Particle Position:
[quote]
on ChannelsUsed pCont do
(
pCont.useTM = true
)
on Init pCont do
(
global Lampen = $Lampe*
Lampen.pos = [0,0,0]
)
on Proceed pCont do
(
pCount=pCont.NumParticles()
count=amin #(pCount,Lampen.count)
for i in 1 to count do
(
pCont.particleIndex = i
Lampen[i].transform=pCont.ParticleTM
)
)
on Release pCont do
(
)
[/quote]
After you brought every particle/light into the desired position by scrubbing the timeline you can turn off the PF Source to save some time because MAX wouldn´t try to update PFlow anymore after every operation.
have fun
Anselm
Hy PFlow community,
after a fairly long time i was able to put some new reseach&development stuff together for you + my server is back up. same problem as allan had...provider died :(
for some of the stuff the particle flow tool box #1 and/or pointcache2 (downloadable for free) are essential to succeed.
At the end of it all this all isn´t that funky sh*t and all the scenes are stripped due to the fact that i put them together for real live projects (copyright and clients shit U know...not my fault) but i thought of sharing them anyways
The *.RAR files contain all necessary files including MAX, PointCachefiles, etc.
#1 PFlow with UVW Map:
[img]http://www.orbaz.com/forumData/images/20060615/PFlow-UVW.jpg[/img]
download MAX8 file:
http://www.3delicious.de/spielwiese/research/PFlow-UVW.rar
mirror at Orbaz: [url=http://www.orbaz.com/forumData/tutorials/2006-06-15/PFlow-UVW.rar]http://www.orbaz.com/.../PFlow-UVW.rar[/url]
Description:
Using a Mesher Compound Object I mapped a movie on a plane wich dissolves with PFlow.
#2 PFlow controls the traffic:
[img]http://www.orbaz.com/forumData/images/20060615/PFlow-Traffic.jpg[/img]
download MAX8 file:
http://www.3delicious.de/spielwiese/research/PFlow-Traffic.rar
mirror at Orbaz: [url=http://www.orbaz.com/forumData/tutorials/2006-06-15/PFlow-Traffic.rar]http://www.orbaz.com/.../PFlow-Traffic.rar[/url]
Description:
This was originally made for an architectural visualisation. The task was to animate cars to enlive the city. Because it was a satelite view shot through the clouds i used very low poly cars...This is the most stripped scene! In the film the cars even stop at stop signs and have a lot more variation in shading and shape of cause but i guess you get a clue on how to control traffic with PFlow.
#3 PFlow deforms another Mesh:
http://www.3delicious.de/spielwiese/research/PFlow-MeshDeform.avi
mirror at Orbaz: [url=http://www.orbaz.com/forumData/tutorials/2006-06-15/PFlow-MeshDeform.avi]http://www.orbaz.com/.../PFlow-MeshDeform.avi[/url]
download MAX8 file:
http://www.3delicious.de/spielwiese/research/PFlow-MeshDeform.rar
mirror at Orbaz: [url=http://www.orbaz.com/forumData/tutorials/2006-06-15/PFlow-MeshDeform.rar]http://www.orbaz.com/.../PFlow-MeshDeform.rar[/url]
Description:
I used PFlow and once again a Mesher Compound Object to use it as a deformer for an other Mesh. This is an attempt to generate such effects like footprints in mud or a plane crashing into the ground or the sea leaving a deep aisle behind......imagine your own field of application for that one ;-p
#4 PFlow fills a Stadium and interacts:
[img]http://www.orbaz.com/forumData/images/20060615/PFlow-Stadium.jpg[/img]
download MAX8 file:
http://www.3delicious.de/spielwiese/research/PFlow-Stadium.rar
mirror at Orbaz: [url=http://www.orbaz.com/forumData/tutorials/2006-06-15/PFlow-Stadium.rar]http://www.orbaz.com/.../PFlow-Stadium.rar[/url]
Description:
Second dramaticly stripped one...actually complety rebuilt for you.
PFlow was used to fill a stadium with spectators (rigged, pointcached mo-caped BIPEDs!) to enlive a stadium scene. Same goes here: Originally there were alot more shapes and shaders of cause
New in the rebuilt version: The spectators even react on the star in the middle of the arena (he can be animated and moved, the looking direction of the spectators will follow him).
#5 PointCache2 Ghosting:
http://www.3delicious.de/spielwiese/research/PointCache2.avi
mirror at Orbaz: [url=http://www.orbaz.com/forumData/tutorials/2006-06-15/PointCache2.avi]http://www.orbaz.com/.../PointCache2.avi[/url]
(very short animation. sorry....wanted to save some render time )
download MAX8 file:
http://www.3delicious.de/spielwiese/research/PointCache2.rar
mirror at Orbaz: [url=http://www.orbaz.com/forumData/tutorials/2006-06-15/PointCache2.rar]http://www.orbaz.com/.../PointCache2.rar[/url]
Description:
I used the PointCache2 achieve a ghosting effect for the avatar. No PFlow here exeptional Those animated avatars can be used as animated shape instances...played around with that but only for gambling....create your own army and let me see your results
So far...
Cheers PFlow homies!
Greets from germany
Hope you like the stuff. Email me or send a PM if anything isn´t working or unclear to you.
Anselm
This scene is just plain weirdness.
It was created for me to practice my pflow scripting skills
(as 90% of this scene is pure script)
http://www.agilemedia.biz/mark/gameoflifereverse.zip
It is called Game of Life in Reverse because in Box #3
Beta (yes I can reveal that I was a Beta tester now) there was a
scene where you start at one particle and end up with all
sorts of particles in the end.
In this scene you start with lots of particles and end up with
no particles at the end.
I like to think in reverse anyhow, so this is how the scene
works.
I start out with 5 particles that are emitted over 60 frames.
I then send this out to a "script array" for processing.
This is a READ for Vector but WRITE for position and
Acceleration (which I use ALL the time because Oleg said
about pCont.particleAcceleration to "use at own risk"
-that's like an open invitation for me to experiment!!!!!)
I start by storing the vector to temporary storage by using
the Matrix rows 1, 2 ,and 3 respectively...as so>>>>
-store vector into matrix row 1 for later processing
-randomize position and acceleration
-multiply all particles by 5
-store vector into matrix row 2 for later processing
-randomize position and acceleration
-multiply all particles by 5
-store vector into matrix row 3 for later processing
-randomize position and acceleration
-multiply all particles by 5
-randomize all particle positions
Let's look at one part of the script array
[code:1]
on Proceed pCont do
(
count = pCont.NumParticles()
for i in 1 to count do
(
pCont.particleIndex = i
if (pCont.particleNew) then--only process once at enter event
(
CurID=pCont.particleID --create current ID tag
CurPos=pCont.getParticlePositionbyID CurID--read pos per ID
CurPos+=pcont.randspherePoint() -add to random1
CurPos.x+=pCont.rand11()*10--add random x
CurPos.y+=pCont.rand11()*10--add random y
CurPos.z+=pCont.rand11()*10--add random z
pCont.particlePosition=CurPos
CurMatrix=pcont.particleMatrix
CurMatrix.row1=pcont.particleposition --write all this to row1
pCont.particleMatrix=CurMatrix --copy back to matrix
--the same thing happens for acceleration
CurAcc=pCont.getParticleAccelerationbyID CurID
CurAcc+=pcont.randspherePoint()
CurAcc.x+=pCont.rand11()*10
CurAcc.y+=pCont.rand11()*10
CurAcc.z+=pCont.rand11()*10
pCont.particleAcceleration=CurAcc/48000
--the #48000 is aritrary but keeps particles from accelerating away at
--300,000 km per second.
--also random acceleration per particle will counteract find target
--which is quite linear in its attraction--
--in this case it acts as a repulsion force to countervail the find targets
)
)
)
[/code:1]
Everything flows to the next events where Matrix 3 is read into
Vector channel for a find target by Vector
Once it finds the target, only 1/5 of the particles are kept
(with the rest nuked)
and it then repeats with MAtrix 2 read to vector for find target
keep 1/5, delete ...etc untill ALL the particles are gone.
Here is the screenshot
http://www.agilemedia.biz/mark/pflow.zip
Happy scripting....
[img]http://www.3delicious.de/spielwiese/PFSplines/images/Venus20.jpg[/img]
[url]http://www.3delicious.de/spielwiese/PFSplines/PFSplines1.htm[/url]
EDIT: Dear CharlyC i hope you don´t mind i edited your script. i gave you credit of cause! :)
Here is a link:
[url=http://www.cgtalk.lt/tutorial/video/Pflow_GrowPlant.avi][b][u]Tutorial[/u][/b][/url]
[url=http://www.cgtalk.lt/tutorial/video/Pflow_GrowPlant_scenes.zip][b][u]Scenes[/u][/b][/url]
Enjoy :D
In the following scene I have been able to extract
a sequential ID order from a single Placement Paint
that references a multi-spline (stroke) particle paint
helper, and then allows four seperate events
(each representing one stroke of the particle paint
helper).
this allows me to apply discrete find targets to each
of the strokes, and as each group is controlled by
select-split controllers (more box #1 technology)
the timing can be adjusted here, rather than in a
birth operator.
A basic runthrough (lets only consider the output from
ID>0) as all four outputs from the birth event are similar,
save for the ID reference)
-please reference the screengrab here
www.agilemedia.biz/mark/screengrab77.zip
the scene
www.agilemedia.biz/mark/particlepaintmultifind.zip
the animation
www.agilemedia.biz/mark/PARTICLEPAINTMULTIFIND.mpg
GLOBAL EVENTS
-Render Sets up for 800 particles total
-shape set to the generic cube (box)
-utility operator (Box #1 tool)
MASTER BIRTH EVENT
-renders 800 particles over 0 frames
-placement paint calls (PARTICLEPAINT) MASTER
set to continuous
(the particlepaint operator references 4 200 seed strokes)
-four ID checkers (split by amount)
the lowest one selects ids #1 to #200
this is output to one of the four
GROUP-SPLIT #01
all this does is select ID000 to ID201 over 60frames
and output to SCRIPT CONTROL EVENT
SCRIPT CONTROL EVENT
<LOAD POS INTO MATRIX.ROW1 PLUS RANDOMIZE POSITION>
as I need more than one vector channel I am using the
matrix channel as 4 point 3 storage devices
this script first stores the position info into (in this case)
into the first row of CurMatrix variable, which represents
one of the four point 3 storage devices in pcont.particleMatrix
[i]CurMatrix.row1= pCont.getParticlePositionByID NewID[/i]
then the position is randomized on a per particle basic with
[i]pCont.particlePosition=pCont.getParticlePositionByID NewID + pCont.randSpherePoint()* pCont.rand01()*250
[/i]
---the code
on ChannelsUsed pCont do
(
pCont.useTime = true
pCont.usePosition = true
PcONT.useVector =true
pCont.useMatrix=true
)
on Init pCont do
(
)
on Proceed pCont do
(
count = pCont.NumParticles()
for i in 1 to count do
(
pCont.particleIndex = i
if (pCont.particleNew) then
(
NewID=pCont.particleID
CurMatrix=pCont.particleMatrix
CurMatrix.row1= pCont.getParticlePositionByID NewID
pCont.particleMatrix = CurMatrix
pCont.particlePosition=pCont.getParticlePositionByID NewID + pCont.randSpherePoint()* pCont.rand01()*250
)
)
)
on Release pCont do
(
)
the next script then reads the CurMatrix.row1 variable and sends it
to become the pCont.particleVector variable requested by the
FIND TARGET (set to script vector and 60 frames, ease to)
the find target (set to time) feeds the END EVENT #01
END EVENT #01
nothing exciting here
STOP ALL MOTION (freebee operator)
the #2, #3, and #4 events
will use higher ids in the tests
and CurMatrix.row2....CurMatrix.row4 as per perusing the
actual file...
p.s. it took me longer to write this text description than
it did to fab up the scene.
i'd like to thank all the scripters out there for helping me
to learn ParticleFlowMaxScript- as I think it really rocks
Thanks!
:D
I'll start of with this simple birth script:
[code:1]
on ChannelsUsed pCont do
(
pCont.useposition = true
)
on Init pCont do
(
global my_mesh = $sphere01
)
on Proceed pCont do
(
if my_mesh != undefined do
(
t = pCont.getTimeStart() as float
NumVerts = getNumVerts my_mesh
if t < 0 do
(
for i = 1 to NumVerts do
(
pCont.AddParticle()
pCont.particleIndex = pCont.NumParticles()
pCont.particleposition = polyop.getVert my_mesh i
)
)
)
)
on Release pCont do ()
[/code:1]
[color=green]pCont.useposition = true[/color]
- we're only using a single channel... position
[color=green]global my_mesh = $sphere01[/color]
- here, we set the mesh that we want to occupy with particles
[color=green]for i = 1 to NumVerts do
(
pCont.AddParticle()
pCont.particleIndex = pCont.NumParticles()
pCont.particleposition = polyop.getVert my_mesh i
)[/color]
- this loops through the number of vertices the mesh has, then places (births) particles on each.
The setup would look like this.
[img]http://www.orbaz.com/forum/files/simple_birthscript_184.gif[/img]
Particles are now placed at each vertex of the mesh
(the method only works with editable polies, a few lines will need to be modified in order for it to work with editable meshes)
next thread takes this script a bit further...
Hey guys thought I may as well throw something in here, I've added links to all my vid tuts so the few I temporarily took down are back up there, and in addition I've thrown together a pretty terrible (and I do mean it) but still informative tut on scripting find targets.
I've been really busy but hoping to get onto some more soon, the one the other day was slapped together after a late night of working so not sure how great it is ;)
http://amckay.crashvisuals.com/tuts/qne_sft.avi
and also some of the more recent ones I had to take down. All need camtasia codec.
http://www.allanmckay.com/html/newtutorials.htm
This method was inspired by [url=http://www.scriptspot.com/bobo/mxs5/pflow/pflow__Chunks_Basics.htm]Bobo's fragmentation script[/url]. :D And is loosely based on it.
I would only usually use this method if i want my materials intact using pflow.
Ok, so on with the tutorial:
[b]1.[/b] Have an object (preferably with a map assigned to it), Slice it up anyway you want:
[img]http://www.orbaz.com/forum/files/fragmentation01_125.gif[/img]
Tip* You can use any fragmentation script, i used [url=http://www.scriptspot.com/scripts/web_upload/Jefferson%20Lim/Object_Slicer_v0.7.ms]THIS[/url] script (just pick an editable poly object, press the "Fracture" button a couple of times until you get the desired fracture look).
[b]2.[/b] now create the pflow schematic:
[img]http://www.orbaz.com/forum/files/pflow_schematic_166.gif[/img]
Place this code for the Script Operator above:
***be sure to turn off the flow first***
[url=http://www.geocities.com/jepoy20/files/pflow/http://www.orbaz.com/forum/files/fragments_script_operatorms_135.txt]Script Operator[/url]
and this code for the Birth Script Operator:
[url=http://www.orbaz.com/forum/files/fragments_birth_scriptms_742.txt]Birth Script[/url]
what you need to change here is this line:
[color=green]ChunksArray = $Fragment_* as array[/color]
change the "[color=green]$Fragment_*" [/color]to the name of your fragmented objects.
Tip* a more elaborate explanation on these scripts on the second Post.
[b]3.[/b] After pasting the codes, turn on pflow and you'll see particles place themselves...
[img]http://www.orbaz.com/forum/files/fragged01_730.gif[/img]
[b]4. [/b]you can now add up other operators to move your particles
(e.g. speed operator with a Random 3D direction)
[img]http://www.orbaz.com/forum/files/explode01_910.gif[/img]
tip* by this time, you can delete or turn off the Display Operator coz the script is the one that's making the actual mesh move.
tip* you may also want to set up a good motion for your particles ahead of time before applying the script, coz there will be times that this will drag down viewport speed.
last tip* once you've done the setup, set the Time Configuration, uncheck Realtime and also uncheck Loop. Go to frame zero, turn on Auto Key, then press play...
as the animation moves, your objects will also move each frame, creating keyframes while at it. After it reaches the end of your timeline, turn off Auto Key... and turn off your Pflow... you now have your fragments animated.
Good Luck :D
In this scene, a position object moves over the word
"test" over 120 frames. By looking at the keyframer data,
you will see that this position icon has 4 path constraints with
boolean weight controllers to allow the icon to hop from letter
to letter.
the "storyboard"
[img]http://www.agilemedia.biz/mark/multi_path.jpg[/img]
the "scene"
www.agilemedia.biz/mark/multiple_path_constraints.zip
As the position icon moves along its merry way, it is instructed to
find a target, which has its position info written into a script vector
and read by the find target.
While it moves towards its target, it also spawns particles that are
sent to the flourish event.
When it finds the target, it is instructed to spawn 10 copies-which go
to a random speed, a scale by age, and a delete by age...
After the flow settles down, it is sent to a forever loop, where the
original particles are recycled via the loop events
This work pre-dates my particle paint stuff, but shows there are
many ways to achieve the same result in particle flow.
"May the Flow Be With You"
I promised Oleg some Particle Paint examples so
here is a reasonably straightforward example of the
power of [i]Particle Paint[/i] (one of the Box#1 features).
Here is the storyboard
www.agilemedia.biz/mark/pp_example_2k.jpg
Here is a test mpeg
www.agilemedia.biz/mark/pp_example_2k.mpg
Here is the scene
www.agilemedia.biz/mark/pp_example_2k.zip
I "storyboarded" this scene to start at a position icon
(set to unique positions of 500) in tandem with a birth
of 500 particles over 60 frames.
As soon as the particles are birthed they are sent to
a [i]Placement Paint[/i] where the particles read the
vector information of Particle Paint Helper #1 (herein called PP).
Downstream is a find target, which leads the birthed particles
(over 60 frames) to its first "keyframe"-the word "PARTICLES".
As these particles rush towards the first target, I have added
a Spawn By Distance Test, some force, some script, a scale,
and a delete on the flourish section .
Once the particles find the first target, they are told to find the
second target- the word "FLOW"-the method to find target is
the same-read vector from a placement piant operator, and then
a find target.
This section also has a flourish (see flowchart)
When all event find targets, they settle down to "print" position on
screen, with looped pflow events.
_____
there are many things that can be added to this scene,
more forces, more scripts, lock bond, etc, etc, etc...
this is just to demonstrate the power of particle paint!
Is it possible to freeze particle age and other properties (speed, rotation, etc) few frames? I want to do "Matrix" effect for Afterburn explosion without playing with FPS.
this is a simple example of how to build up from nothing
a birth script with find target.
here is a sample avi
www.avolution.com/outgoing/bscriptbuild.mpg
The first event is non-renderable and contains the birth script
of the cylinder with a group select and a split group, which is
then sent to the next main event
the main scripted event is where all the work is done
it restarts particle age, adds scripts for wind and keep apart,
and a vector-position "switch-a-roo" script used by find target.
post find-target is a delete by age 60, and a scale by particle age,
to fade out the "find targets" when they find their scripted targets
once the target is found , two things happen.
1) the actual build of the birth script is delayed for 10 event frames
while a 2) "cover effect" spawns (the stars), as all the particles "print"
to their compelled positions....
i had fun making this, there are more steps that can be added...for example, now the birth script is built it can be blown up or "morphed"
into a position-scripted-object
here is the scene
www.avolution.com/outgoing/xp41.zip
here is the screengrab
[img]http://www.avolution.com/outgoing/xp41.jpg[/img]
i spent most of the day fabbing this up, but this demonstrates
a birth script-group select-split group-script operator-force type of
dispersion.
I'd like to see what you guys can come up with...
it's all about the particles.... :P
this file is like 38M unzipped, so be patient
it requires the Orbaz Particle Flow Tools Box #01
enjoy...
http://www.avolution.com/outgoing/xp23_dispersion.zip
With particle flow tools box #1, it is amazingly simple
to create type-on effects with particle flow.
I have put liitle notes in the comments box, where required.
Sometimes, simple is as effective as complex!
Here is the scene
http://avolution.com/outgoing/pf_text.max
Here is the screengrab
[img]http://www.orbaz.com/forumData/images/20050220/TextTypeOnEffects.png[/img]
[b]Making a gun fire procedurally at a target[/b] tutorial.
This is really nothing too exciting, but since I made the tut, and it uses PFlow, I thought I would post it.
Unfortunately the best codec I could use with my internet freebie screen capture soft is DivX..so....
!!Requires latest Divx!!
www.charleycarlat.com/Tutorials/Tut_GunFireatTarget.zip
4.39 MB
--Also, this is my first ever video tut, so go easy on me :)
Here is a WIP I am picking at here and there that is a better example of its use
www.charleycarlat.com/Tests/Robot.avi
(Requires latest Divx)
or
www.charleycarlat.com/Tests/Robot.mov
(larger file size)
Chris Harvey uploaded a scene to illustrate how a shooting gun turret can be animated with Particle Flow and Particle Flow Tools.
Thanks for sharing,
Oleg B.
Here is my take on the fireworks tutorial.
I made this scene as I was unable to read the other scene as it is max 7.0
so I created this one.
http://avolution.com/outgoing/FIREWORKS_V2B_IN_PROGRESS.MAX
Here is the Particle Flow Diagram
[img]http://avolution.com/outgoing/PF_FIREWORKS.JPG[/img]
edit..when i get a chance, I will put another link to one that won't need
the particle flow tools #1 or freebies to run :idea:
Peter Spence and Chris Harvey uploaded scenes and images to illustrate how a firework scene can be done with Particle Flow.
Thanks for sharing,
Oleg B.
Here's the link to Tim Jones (Seraph3D) "Faking Volumetric Smoke" tutorial: http://www.seraph3d.com/smoketut.htm
The tutorial was published by KaMe. The following is the citation from the CGTalk forum:
Hey, here's a tutorial i made about pflow and scripting. Its my first pflow tut, so I don't know if its understandable. It has no sound (my english isn't the best) but there are text files so you can understand better (just pause the video).
It is a flash .swf file, 1.5Mb (1/2 the size of an avi).
[url=http://www.orbaz.com/tutorials_ParticleFlow/pflowtutorial_stick.swf]LINK[/url]
(You can see it directly inside the browser or copy the link and use a download manager)
The final anim you can see in the attached gif. Feel free to ask any questions.
[img]http://www.orbaz.com/tutorials_ParticleFlow/Anim.gif[/img]
[url=http://www.allanmckay.com/]Allan McKay[/url] published several scenes with his take on particles. Here's his words:"...I put these files up more than 6 months ago but never told anyone... so here's just a few random max fx files.. some will be useful, lots probably won't... but grab em all if you want. Just simple demo's of how to do stuff, some are frequent requests from people and others might explain some useful tricks."
The scenes are mostly for 3ds max 6. If you want to download them in a single zip file click [url=http://www.orbaz.com/forumData/scenes/20040930/ScenesByAllanMcKay.zip]here[/url] (325KB).
Here's the scenes one-by-one:
[url=http://www.orbaz.com/forumData/scenes/20040930/basic_collisions_bounce.max]Basic Collisions Bounce[/url] (160KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/basic_collisions_spawn.max]Basic Collisions Spawn[/url] (172KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/basic_collisions_stop.max]Basic Collisions Stop[/url] (160KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/coofluids.max]Coofluids[/url] (149KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/electric_000.max]Electric[/url] (138KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/fragment_teapot_1_000.max]Fragment Teapot[/url] (166KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/parray_sandtwister1_000.max]PArray Sandtwister[/url] (139KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/parray1_end1.max]PArray End1[/url] (162KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/parray1_end3.max]PArray End3[/url] (166KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/pflow_peopleinwater.max]PFlow People in Water[/url] (172KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/plasma_streak.max]Plasma Streak[/url] (153KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/pushingparticles_tut_example.max]Pushing Particles Tut Example[/url] (167KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/sand_twister_type1.max]Sandtwister Type1[/url] (163KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/sandtwister_000.max]Sandtwister[/url] (136KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/speed_icon.max]Speed Icon[/url] (145KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/split_amount.max]Split Amount[/url] (167KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/standard_grow_die.max]Standard Grow Die[/url] (167KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/sw_vortex_1_000.max]SW Vortex[/url] (169KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/teapot_colourchange_basicscripting.max]Teapot Color Change (basic scripting)[/url] (156KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/texturemap_emission.max]Texture Map Emission[/url] (151KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/thin_smoke_003.max]Thin Smoke[/url] (156KB)
[url=http://www.orbaz.com/forumData/scenes/20040930/wiring_example.max]Wiring Example[/url] (156KB)
Thanks,
Oleg B.
Borislav 'Bobo' Petrov wrote several tutorials on how to use maxscript with Particle Flow. Particle Flow has comprehensive support for scripting: there are Script operators and tests; the operators/tests creation and the events wiring can be done with scripting; a PFlow particle system has Every-Step and Final-Step scripting for fine-tuning the integration steps. You can find the tutorials [url=http://www.scriptspot.com/bobo/mxs5/pflow/]here[/url].
Thanks,
Oleg B.
Chris Thomas wrote this tutorial as a result of some experimentation to see if it is possible to "control the animation of instanced geometry via the behaviour of the particles." You can find the tutorial [url=http://www.cg-academy.net/pages/free_tutorials/tut_particle_flow_spiders/tut_particle_flow_spiders.htm]here[/url].
Thanks,
Oleg B.
Several DVDs are now available for Particle Flow users:
1. [url=http://www.turbosquid.com/FullPreview/Index.cfm/ID/228387/Action/FullPreview]Particle Flow[/url] by Digital Pictures at [url=http://turbosquid.com]Turbo Squid[/url].
2. [url=http://www.turbosquid.com/FullPreview/index.cfm/ID/236836]Advanced Visual Effects[/url] by Allan McKay at [url=http://www.turbosquid.com]Turbo Squid[/url].
3. [url=http://www.cg-academy.net/pages/dvds_afterburnmasters_set/dvds_afterburnmasters_set.htm]Afterburn Masters Set[/url] by Allan McKay at [url=http://www.cg-academy.net]CG Academy[/url].
4. [url=http://www.cg-academy.net/pages/dvds_pflowbasics1/dvds_pflowbasics1.htm]Particle Flow Basics 1 : Principles and Workflow[/url] at [url=http://www.cg-academy.net]CG Academy[/url].
5. [url=http://www.cg-academy.net/pages/dvds_pflowbasics2/dvds_pflowbasics2.htm]Particle Flow Basics 2: Operators 1[/url] at [url=http://www.cg-academy.net]CG Academy[/url].
Thanks,
Oleg B.
[url=http://www.particlefx.com/education/PFlow/index.html]Here[/url] you can find tutorials for Particle Flow if you are starting to work with particles in 3ds max 6. Kudos go to Brandon Davis and his web site [url=http://www.particlefx.com/]www.particlefx.com[/url].
Thanks,
Oleg B.
Allan McKay has a bunch of advanced tutorials for Particle Flow particles on his web site [url=http://www.allanmckay.com/]www.allanmckay.com[/url]
Thanks,
Oleg B.

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