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How to do this particle Sim. - Flower Petals Particles ???

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Oliver Bou Eid
How to do this particle Sim. - Flower Petals Particles ???
on Jun 16, 2015 at 11:24:39 am

Hello all,

I have a scene where there is a sofa and i should cover the sofa with a lot of small petals of flowers falling from above. like 10K of particles with soft body reaction on the sofa.

so how should i do it? and what i should use to emit this huge amount of particles specific and add the textures on 3dsmax after i finish the sim. ????

Check this link of what i did for a single petal: https://vimeo.com/130677482


thank you for your help


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Joseph W. Bourke
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jun 21, 2015 at 3:55:48 pm

Hi Oliver -

Looking at your single petal simulation, it seems to me as if the petal is a bit too "rubbery". I real petal falling onto a cloth surface (the couch) would not bounce as much.

As a matter of fact, I just verified that - I have several rose bushes in full bloom in my yard. I just went out and picked a couple of petals, and dropped them onto my living room couch. Basically no bounce at all; a slight amount of rocking as the petal settled onto the face it landed on, but no bounce in which the petal did a full flip around or anything. Rose petals are much more like cloth than rubber.

I don't think you need to do a Reactor soft body reaction. It would seem to me that you can model a few petals, create a particle system (using PFlow, or Snow, or Blizzard) and some gravity, and have the particles land on a particle deflector. It sounds as if the couch you're having the petals land on will be wide enough in the shot that the details of the petals landing do not have to be too accurate. I may be wrong in that assumption. Getting this to work with 10K petals is going to be struggle between having the petals with as few faces as possible, and setting the emitter optimally for the number of particles (trial and error). It's also going to depend on what you're running for a computer and graphics card.

Joe Bourke
Owner/Creative Director
Bourke Media
http://www.bourkemedia.com


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Oliver Bou Eid
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jul 6, 2015 at 6:17:32 pm

Hi Joseph,

Thank you so much for your help and suggestions, i already started the project and succeeded on animating the petals, i took into consideration your comments. but i'm currently facing another problem and i thought maybe you can help.

Most of the petals once they land on the couch, are standing vertically, or diagonally, whereas they should all be laying horizontally.

any idea how to fix this problem?

I already added rotation and spin to the collision and played with the values, but with no luck. (check the picture attached)

Regards



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Joseph W. Bourke
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jul 9, 2015 at 4:22:46 pm

I see your problem, Oliver. Are you using Reactor, and making the petals Soft Body Objects? If you're not using a Max physics engine, you might want to look at aligning the particles with the Normals of the couch - that should do it (here's a tutorial on it):



This is not exactly what you want to do, but I think it will lead you to the answer, and you may need to animate the distance from the couch in Particle Flow to get the petals to land, at least that's one idea...

Another tool to look at which will save you huge amounts of time is ATK (Animators Took Kit), by John Martini. For 25 dollars, it will give you hugely powerful capabilities (there's a bit of a learning curve - but it's worth it, and there are lots of video tutorials and a help forum on the site). Make sure it's compatible with your version of Max. (http://animatorstoolkit.com/)

Joe Bourke
Owner/Creative Director
Bourke Media
http://www.bourkemedia.com


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David Chappell
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jul 10, 2015 at 12:17:49 pm

If you set your particle simulation to be an mParticle flow (rather than standard PFlow) - you will then be able to add an mP Shape to your simulation, set to Convex.

This will then respect the curvature of your petals and they will come to rest flat. It will also fix the problem of petals intersecting with each other and allow them to rest on top of each other if that's how they land.

---
David Chappell
Creative : 3D : Motion graphics
Follow The Leader Ltd

Work / Company : http://www.FollowTheLeader.co.uk
Freelance Reel : http://www.IncidentalTrees.co.uk



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Oliver Bou Eid
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jul 16, 2015 at 12:04:59 pm

Okay, i did the mparticle shape with mpcollision and set to convex hull as you told me, and i added the pflow collision shape modifier to the sofa, but the problem now is that some of the petals are colliding, others are passing through the sofa, what should i do ?????

i am confused, i tried infinite things but with no luck, and searched over the internet with no result, i even tried to remodel the flowers and the sofa,...

what should i do ??


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David Chappell
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jul 16, 2015 at 12:14:03 pm

Could you post a screen of your new set-up? same as the image you posted earlier, but with your meshes visible.

---
David Chappell
Creative : 3D : Motion graphics
Follow The Leader Ltd

Work / Company : http://www.FollowTheLeader.co.uk
Freelance Reel : http://www.IncidentalTrees.co.uk



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Oliver Bou Eid
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jul 16, 2015 at 1:12:25 pm



take a look, this is an attached image, i have one other problem; you can see in my mpflow, that i already added the mpforce wind and gravity: when the flowers collides on the sofa, they still reacts to the wind even after the collision, so they flows away. what should i do so when the particles collide with the sofa, the wind stop affecting them ?

thank you so much


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David Chappell
Re: How to do this particle Sim. - Flower Petals Particles ???
on Jul 16, 2015 at 1:34:17 pm
Last Edited By David Chappell on Jul 16, 2015 at 1:36:05 pm

In order to stop them being affected by the wind after landing you need to send to a new event - from the mpCollision.

In the new event simply have an instance of mpWorld & a display.
This will mean they still have gravity so will land and roll until settled but without the wind still affecting them.

Ensure you have set your mpCollision to 'test true if particle collides'



Regarding the collision issue: I would say your mesh is probably too detailed. I would try adding a simplified version of your sofa and using that as collision. Avoid any long triangles/faces - try to keep it a nice clean mesh and try again. Add a cube (instead of the sofa) with maybe 10x10x10 faces to see if it works with that, if it does it's an issue with the sofa mesh and not the actual pflow set-up.

---
David Chappell
Creative : 3D : Motion graphics
Follow The Leader Ltd

Work / Company : http://www.FollowTheLeader.co.uk
Freelance Reel : http://www.IncidentalTrees.co.uk



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