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Thread: Particles inside an object

  1. #1
    Registered User EastCoastCreati's Avatar
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    Particles inside an object

    Minor problem with particles sticking inside an object.

    as you can see the particles are working correctly as they flow down inside the glass tank, but when it the particles reach the bottom the spill out it makes no sense as the object is one object not layered.

    Why do the particles work correctly at the upper section and side except when near the bottom.
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  2. #2

    because it is LightWave particles, not very accurate... :]
    maybe Blender particles behave better...
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  3. #3
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    Quote Originally Posted by EastCoastCreati View Post
    Minor problem with particles sticking inside an object.

    as you can see the particles are working correctly as they flow down inside the glass tank, but when it the particles reach the bottom the spill out it makes no sense as the object is one object not layered.

    Why do the particles work correctly at the upper section and side except when near the bottom.
    I had a quick play with particles and a cylinder(with thickness) and got similar strangeness but selecting object-advanced in collision properties of the cylinder fixed it.

  4. #4
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    Code is trying to find geometry for collisions.
    One particle is finding inner poly, other particle after little movement is finding outer poly.
    You have quite big polygons in one direction.
    I would try to sub-divide them in Y axis, so snapping routine will find them easier..

  5. #5
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    Imagine we have sphere with radius 1 m, and object to snap at 0,0,0.. once it's inside it's snapping to sphere from inside to ~1,0,0 location on sphere. If we will then move object to f.e. 1.5,0,0 it'll snap from outside to sphere to ~1,0,0.

    Too fast movement between frames, and object thinks it's outside of object, so it's snapped from outside.

  6. #6
    Axes grinder- Dongle #99
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    Isn't there a setting that SAMPLES the movement at finer increments, while not affecting the framerate? Explicitly for such situations.

    If not, certainly such a setting would make sense, no?

    BTW, these kind of errors are exactly what Chronosculpt can fix, right?
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  7. #7
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by jeric_synergy View Post
    Isn't there a setting that SAMPLES the movement at finer increments, while not affecting the framerate? Explicitly for such situations.

    If not, certainly such a setting would make sense, no?

    BTW, these kind of errors are exactly what Chronosculpt can fix, right?
    Not sure..I think chronosculpt doesnīt work with particles, not sure how particles exported through fbx would work?
    modo has a particle engine which allows for sculpting particles in time...would have been so much more interesting too actually invest in
    chronosculpt in itīs first release, if it also could have worked with particles...deform particles, erase particles etc...a downside for chronosculpt being seperate module perhaps..and perhaps considering creation of particles with a spray particle tool.

    I think a denser mesh, better divided might work to sort out the issues, and as mentioned above..object advanced mode might be more accurate.

    Michael

  8. #8
    Axes grinder- Dongle #99
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    Really? 'Cuz a particle is just another piece of geometry, or it can be.

    Of course, the existing particle tools allow for altering individual particles' paths, which is OK if there there aren't too many of them. <10, that is. After that it's just a PITA.
    Last edited by jeric_synergy; 11-18-2013 at 01:18 PM.
    They only call it 'class warfare' when we fight back.
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  9. #9
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by jeric_synergy View Post
    Really? 'Cuz a particle is just another piece of geometry, or it can be.

    Of course, the existing particle tools allow for altering individual particles' paths, which is OK if there there aren't too many of them. <10, that is. After that it's just a PITA.
    well...I donīt think you can view it from a geometry point of view, Im no tech specialist, but I figure it is just calculated positions in space and time, with no geometry attached.

    thus to render the need of it to have a render type such as volumetric rendertyps such as Hypervoxels or make it an partigon emitter which is a different attribute close to polygons.(1point poly) the closest thing would be to fx link geometry...but it wonīt be the same as editing particles themself.

    The question is if anyone has made a succesful export and edititng of particles inside of chronosculpt or not? otherwise that is something for the future....when it arrives
    I however donīt believe that is an option as of today..but I canīt be sure, nothing of what Ivé seen indicates that..and Im sure it would have been displayed on youtube lightwave page showcasing particle tips etc.

    Michael

  10. #10
    Axes grinder- Dongle #99
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    Well, isn't one of the CS demos fine-tuning a Fracture-style bridge collapse? If you can adjust that, you can adjust some particles.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
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  11. #11
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by jeric_synergy View Post
    Well, isn't one of the CS demos fine-tuning a Fracture-style bridge collapse? If you can adjust that, you can adjust some particles.
    no..donīt think so, not particles, fine fractured pieces looking like particles or simulated parts ..but thatīsnot the same.
    Hanenīt seen anything from chronosculpt showcasing any particle editing..just very highl detailed fractured parts, as I mentioned..particles and geometry isnīt the same, and the fracture-style bridge collaps is all geometry.

    Michael

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  13. #13
    Registered User tyrot's Avatar
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    lets face it... i guess we have the most primitive particle system....i look at modo - C4D and others they all have or at least they have a plugin to deliver high-end particle effects..

    Particularly particle problem we all have ... at least somebody must release a decent plugin..before i buy C4D or Houdini ... i m depressed!

  14. #14
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by tyrot View Post
    lets face it... i guess we have the most primitive particle system....i look at modo - C4D and others they all have or at least they have a plugin to deliver high-end particle effects..

    Particularly particle problem we all have ... at least somebody must release a decent plugin..before i buy C4D or Houdini ... i m depressed!
    We just have to wait and see what lw 12 brings, if they donīt have done some serious work on the particle system...then I will be depressed..take a coffe, do harder work..get more money, go and buy me houdini or cinema4d or modo.

    Michael

  15. #15

    Houdini Indie would make much more sense than C4D...

    Houdini Indie = $200
    C4D Prime = $1000

    however...(!) C4D Prime has a Basic particle system, but lacks >
    Thinking Particles node-based particle system
    Rigid Body dynamics for MoGraph objects
    Rigid Body dynamics
    Joints, Springs, Motors
    Soft Body dynamics
    Aerodynamics forces
    Plastic & Breaking Springs
    Breaking Connectors
    Cloth dynamics & dressing functions
    Hair dynamics
    Spline dynamics

    if you want any of those, you'll have to go with C4D Studio = $3700

    modo particles, not sure, are they that great ?
    compared to modo, wouldn't Blender be better ? https://www.youtube.com/watch?v=s3u9uD1DEKE


    just bought Houdini Indie myself, here is the installation process >

    Last edited by erikals; 10-30-2014 at 01:29 AM.
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