Mastering ValuetoValue operator

In this one hour  tutorial I will explain valuetovalue, why I use it so much, different uses, and combining in different scenarios.

I use value to value for  convert input values to new ones (linear or not linear, invert..), use it as a non linear time animation, to clamp values and much more!

9 Tutorials in one!

0:00 Intro 17:08 normalize debris distribution 21:54 normalize vb raster 24:50 Break linear distribution 32:24 Valuetovalue based on distance 36:36 valuetovalue in provability 42:57 Change density distribution 46:37 Procedural animation 54:38 Terminal velocity 1:00:00 v2v and onetoX

You need 3dsmax 2015 or later, and TP6 or later.

Download 3dsmax scenes here:  

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Tutorial bullet physics Intro

This is a tutorial covering the basics of layertwoparticle and bullet physics in spanish. En este tutorial vamos a ver como funciona el layer to particle, y veremos como seteamos una escena para que automaticamente todos los objetos que añadimos en 3dstudio max se convierten en objetos fisicos y reaccionen entre ellos, explico tambien los principios de bullet physics.

Scene file here / Aqui teneis los archivos de este ejercicio :  Download

For more information, tips and tricks about bullet physics you have this post/ Para mas informacion, consejos y trucos, aqui teneis un post que entra mas en detalle. Bullet physics


Also I create a introduction tutorial to Fluids in tp covering all the basics in spanish. Tambien hay un segundo tutorial con los principios basicos de fluidos para todos aquellos que no tengais ni idea de Tp:


Aqui teneis los archivos de este tutorial/ here you have the files of this tutorial. Download


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TP muffins

Long time without posting anything! Moved from montreal to vancouver 9 month ago, a lot of work and nice mountains keep me distracted.

This is something I did for the SP2 beta in TP6, I wanted to use the new smoke solver along other stuff like the snapshoot tool since I didnt see so much people showing what can do. The idea was to do procedural modelling in a physical way inside tp, so if I keep max playing TP will model for me an infinite number of muffins everyone diferent from the other. This is just a concept with fast sim times so you will see errors here and there but shows what you can do.  Description of the proces:

-Mass falls in the container, is an sph simulation.

-When is close to the fire, sph radius starts increasing, creating the baking powder effect.

-When the muffin is big enough I create a snapshoot of the muffin, this converts the implicit shape and multiple particles that creates the muffin in a single static mesh and particle, saving a lot …

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