Venus2.0

 

 

Particle Splines by Anselm v. Seherr Seherr-Thoss aka PsychoSilence

This Tutorial treats handling with ParticleFlow and MaxScript.
The flight path put back by particles is represented with the help of a Scriptes as renderbarer Spline.

In addition we need 3D studio max starting from the version 5.1, the ParticleFlow Toolbox #1 and a MaxScript.

A demo version of the ParticleFlow Toolbox #1 can be downloaded here: http://www.orbaz.com/download/

I make the MaxScript available under this left: pfSpliner__AS.ms
(> a goal store right mouse button under...)

Note: The MaxScript is originally of Charley Carlat ( http://www.charleycarlat.com ) written and translated the notes of me extended and/or supplemented and into German.

Particle View

 

  One provides a particle system best in the ParticleView, which one reaches by means of the menu option graph of editor:

PF Source

 

From the "depot" in the lower part of the window we draw a standard flow simply with pressed mouse button into the free range of the window.

PF Source schlank

 

Then we separate from the points "Shape" and "position Icon", since we will not need them and to click with the Render operator on the teekanne, so the this appears through-crossed, because we want to make the Partikelo for themselves not renderbar, but only their flight path.

Position Object

 

 

Now we draw "position a Object" in our Event and provide or import geometry of our choice. With emitter Objects we add this Geometrie(en) and set the location alternatively to Surface or volume.

Depending upon choice of the attitude particles are emitted from now at no more by the PF SOURCE, but by the surface of our Geometrie(en) or its volumes.

Resuming:
Alternatively Partikelemitation can be steered also via a gray tone picture, in which one chopping with Density by material. I have myself to use for such cases angewoehnt, a Multi/Sub material, in its material plumb bob 1 the normal surface material lie and in material plumb bob 2 an appropriate gray tone picture. If one selected then Density by material, one indicates the material plumb bob occupied by the gray tone picture for Mat ID simply.

Lock/Bond

 

 

Next we pull to "a Event LOCK/BOND" in the Event 01 and add with LOCK on Objects our Geometrie(en). Then we set a chopping alternatively with LOCK ton of Surface and with Snap ton of Surface. With complex geometry it empfleit, after which one submitted these to a Optimize, the Geometry save mode heels too sat down.

With position LOCK/BOND we set a chopping with Restrict ton of Surface and the Dampening (absorption) on "Friction".

At the point "NO Force in cent ral zone" should be selected For Acceleration and a radius, which corresponds to that geometry, to which we the Event bound.
"NO Force in cent ral zone" means, which possible forces, which affect the flight path of the particles, are to apply not to indicated the radius and/or the Beschlaeunigung or absorption, because we want to use for example a whirling of a wind, in order to gegerieren interesting flight paths.

A LOCK/BOND operator arranges particles to remain sticking to a certain surface and to only solve these with certain influences again vons I.

Wind

 

  Now we draw a space up Warp of our choice (in my case a wind without strength however turbulence and frequency) and adjust this for our needs. The Settings depends fully and completely on the size of the scene and like strongly one the particles "through-shakes" would like, therefore I give here no guidelines forwards...

< < my attitudes are here left shown.

Force

 

 

Now we have of course a wind, but if we move time eyelids, the space Warp has still no influence on our particle system. We must pull only a Force in our Event and add our space Warp.

Now our particle system is finished in principle. However should rumspielen you somewhat! e.g. with the LOCK/BOND operator tests different attitudes out, until the movement of the particles pleases you!

 Viewport

 

  A Playblast of my particle movement can be seen here. (approximately 400KB AVI in the Cinepak codec clicks) on the picture,

 MaxScript

 

  Now we come to the MaxScript part of the Tutorials. (clicks to the Thumbnail to see around the Script in originalgroesse)

To this place I am received on some parts of the Scriptes to understand more exact.

The Script with the definition of the time and the touching distances of the Scripts is introduced:

pf = $
i2 = 1
pTest = false
endOfPFAnimation = 100 -- here end to the particle emission set
endFrame = 100 -- here end the Splineberechnung set
fIncrmnt = 2 -- here would be away the knot setting of the Splines set. I.e. in everyone wievielten Frame the position of a Patikels are determined

 

Here the Splines is produced:

for i in 1 ton numParts DO
(
newShp = splineShape() -- here one specifies, which kind shape is to be produced, in ours splineShapes falls, thus Splines...
addNewSpline newShp
newShp.name = ("ParticleSpline _ "+ i as stringer) -- here any name for the Spliens can be assigned, in my case reads it ParticleSpline_n (n = the through numbering) absolutely pays attention to it, the name also still at others place in script to be entered must (still at four further to place [ tuerkis marked ] exchange, best with Search&Replace)
)

Here the Knotenunkte of the Splines is determined and set on the basis the position of a particle at a certain time:

for t in 0 tons (endFrame/fIncrmnt) of DO
(
sliderTime = (t * fIncrmnt) -- here one specifies, how many knots are inserted (SliderTime = the time-carried out, fIncrment = the interval), in our case of 50 junctions (100Frames animation and in each second Frame a knot...)
for i in 1 ton numParts DO
(
pf.particleIndex = i
pId = pf.particleID
if pId! = 0 then
(
ParticleSplineShp = execute ("_ "+ pId as stringer)
addKnot ParticleSpline Shp 1 # smooth # LINE pf.particlePosition
) -- end to If
)
) -- end to For

SELECT $ ' ParticleSpline _ * ' -- here the Splines will become all together selected, thus equal a Shader assigned can or something similar
updateShape $


 

 

After we analyzed now the Script in parts, we want to also see, what can do it.

Is important, which implements it the Script with more selected "PF SOURCE"!

The PF selects SOURCE. Now we go out into the menu border under the point MaxScript and to click on "run Script..." and to select then our Script. (it stores best equivalent, where it belongs, naemlcih in scripts verzeichnins in the root of your max file).

Now the time eyelids the animation in indicated in the Script the interval should go through the animation and leave then oh Splines as traces.

< < is here the result of my version.

TAP: Let the Script only with few particles go through, and set the developed Splines then on "Enable in Renderer" and "Enable in Viewport". otherwise see to her only lines, which the Renderer cannot interpret. Also should specify a thickness to it.

After the Splines got a thickness missed and in the Viewport is visible, all Splines deletes again and lets script again with more Parikeln durchlafen. The Splines developed now has the same Settings, as the few before.

Now still another schickes material draufgepackt and then is called it Happy Rendering their Renderfarmer!

Here to good lastly my basis scene: Pflow spline.max