Making waves..
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Making waves..
How do i create (thinking) particles from the intersection of 2 polygon meshes?
- visualtricks
- Moderatore
- Messaggi: 3561
- Iscritto il: gio set 23, 2004 5:13 pm
- Località: Pistoia
Re: Making waves..
you can use the Collision Node and a TP_poligonEmitter (you should have it in your TP presets).
Among other data, the collision node outputs the selection of colliding poligons, that can be linked to an empty poligon selection Tag on the emitting object. This way, whenever a collision occur, the tag on the object will contain the poligons involved. This selection can be used to restrict the particles emission to just the colliding zones.
Collision node also outputs boolean values when collision happens so you can use this "switch" to turn emission on and off.
hope this helps
Cheers
- Allegati
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- tp_emitOnCollision.c4d.zip
- (87.45 KiB) Scaricato 109 volte
Re: Making waves..
Now to get the rest up and running, I'm sure I'll be back with more questions before i have anything worth while to show.
Thank you for helping me get started..
Re: Making waves..
Now my next problem, and the reason why your not looking at a nice test rendering just yet:-
The sea is made sealike with a subtle displace deformer, and the TP particles fall through it after a couple of frames.
Does anyone have a way round this problem?
Re: Making waves..
I decided what i wanted from the simulation which was lots of little objects reacting to the front of the ship, then moving down the sides of the ship, some being carried away by the waves..
I began toying with mo-graph dynamics and guess what, it worked a treat. It even managed to deal with the deforming ocean geometry & the actual ship model instead of the proxy!
With some well thought out expresso to tell the mo-graph particles where to start, It even calculates quickly, the render taking under 10 minutes for a 540 frame animation (without sim cache).
http://www.doghouseanimations.com/pirat ... 20test.wmv
Now i do have a couple of questions:-
1. Can the rotation calculation be turned off in mo-dynamics? (to speed up the simulation)
2. The clamp constraint (used to hold my ship to the ocean) produces very bumpy results (seen in the inset clip) even as "phong normal" setting, even though the mesh is quite smooth. Why?
Re: Making waves..
So i've had to move for another effect, this is my 3d sprites (complicated but works out best so far).
It is in no way finished but this is where I'm going at the moment, check the video below for the animation..
http://www.doghouseanimations.com/pirat ... ticles.wmv
- masterzone
- Site Admin
- Messaggi: 10352
- Iscritto il: ven set 17, 2004 5:34 pm
- Località: Verona
Re: Making waves..
Mz
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