ok vfx guys.. hm..
im trying to do a very simple ( i thought) effect in pflow where a mesh triggers particle spawning when it collides with another mesh. basically for simple dust puffs.
Unfortunately from what i can see, the moment a mesh is animated, it is ignored by all the deflectors in 3dsmax.
this sucks bigtime. any of you vfx heads have a neat trick that doesnt involve getting thinkingparticles? rather overkill methinks!
p.s. i did try the mparticles collision node, but it just didnt do anything.
i also tried my old favourite distancetex, and using it to drive a "birth texture" node, but the results were weird and didnt match the texture.
i read somewhere that krakatoa has its own collision node for pflow.. will this work with animated meshes?
edit: i got something working by flipping the whole idea round, and using lock/bond to attach seed particles to the animated mesh, and getting those to spawn when they hit the static scene geometry.. -however, im still in a similar position, as i need the spawned particles to "puff out" away from the impact. at the moment, they just expand into the animated object, and trail out behind it.
i cant avoid this unless i use the animated object as a deflector.
i tried using "speed by surface" but none of the options there give anything like the right motion.
just in case anyone has a quick fix, im attaching my test scene. obviously in this simple example i could animate a few "speed by icon" or similar to push the particles in the right direction manually, but the final scene will be much more complex, and im trying to avoid placing hundreds of manual deflectors etc around the scene.
dust generator.zip
im trying to do a very simple ( i thought) effect in pflow where a mesh triggers particle spawning when it collides with another mesh. basically for simple dust puffs.
Unfortunately from what i can see, the moment a mesh is animated, it is ignored by all the deflectors in 3dsmax.
this sucks bigtime. any of you vfx heads have a neat trick that doesnt involve getting thinkingparticles? rather overkill methinks!
p.s. i did try the mparticles collision node, but it just didnt do anything.
i also tried my old favourite distancetex, and using it to drive a "birth texture" node, but the results were weird and didnt match the texture.
i read somewhere that krakatoa has its own collision node for pflow.. will this work with animated meshes?
edit: i got something working by flipping the whole idea round, and using lock/bond to attach seed particles to the animated mesh, and getting those to spawn when they hit the static scene geometry.. -however, im still in a similar position, as i need the spawned particles to "puff out" away from the impact. at the moment, they just expand into the animated object, and trail out behind it.
i cant avoid this unless i use the animated object as a deflector.
i tried using "speed by surface" but none of the options there give anything like the right motion.
just in case anyone has a quick fix, im attaching my test scene. obviously in this simple example i could animate a few "speed by icon" or similar to push the particles in the right direction manually, but the final scene will be much more complex, and im trying to avoid placing hundreds of manual deflectors etc around the scene.
dust generator.zip
Comment