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	<title>and_vfx       Eloi Andaluz</title>
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		<title>UFO attack!</title>
		<link>http://www.andvfx.com/1153/ovni-attack/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ovni-attack</link>
		<comments>http://www.andvfx.com/1153/ovni-attack/#comments</comments>
		<pubDate>Mon, 13 May 2013 01:41:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[R&D]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=1153</guid>
		<description><![CDATA[<p>So here a ufo destroing a building procedurally.</p> <p></p> <p>This time I used a very cool tool from <a href="https://vimeo.com/65464758" target="_blank">rman197</a> for thinking particles. It creates lighting rays between two sources, with noise animation, secondary rays, and thats it, but really very cool. I take the position of the impact ray so with this is easy to create secondary particles on the impact point and also destruction based on this lightings. The way I did it is to create a new particle on the impact of  principal light and on secondarys lightings and sended to &#8220;impact&#8221; group:</p> <p><a href="http://www.andvfx.com/wp-content/uploads/2013/05/tuto1.jpg" rel="prettyPhoto[post_content]" title="UFO attack! "></a></p> <p>So right now we have stored the position of the impact lighting on this group. For the secondary particles I created new particles emited from &#8220;impact&#8221; position.<a href="http://www.andvfx.com/wp-content/uploads/2013/05/tuto2.jpg" rel="prettyPhoto[post_content]" title="UFO attack! "></a></p> <p>No very complicated setup and I will not go in detail, I create multiple particles from impact position, with some speed. In the other dynamicsets I added a &#8220;surface follow&#8221; operator so particles stay on object surface, some friction, trails, and that`s it.</p> <p>For the ...]]></description>
			<content:encoded><![CDATA[<p>So here a ufo destroing a building procedurally.</p>
<p><span id="more-1153"></span></p>
<p>This time I used a very cool tool from <a href="https://vimeo.com/65464758" target="_blank">rman197</a> for thinking particles. It creates lighting rays between two sources, with noise animation, secondary rays, and thats it, but really very cool. I take the position of the impact ray so with this is easy to create secondary particles on the impact point and also destruction based on this lightings. The way I did it is to create a new particle on the impact of  principal light and on secondarys lightings and sended to &#8220;impact&#8221; group:</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2013/05/tuto1.jpg" rel="prettyPhoto[post_content]" title="UFO attack! "><img class="alignnone size-large wp-image-1154" title="tuto1" src="http://www.andvfx.com/wp-content/uploads/2013/05/tuto1-1024x450.jpg" alt="" /></a></p>
<p>So right now we have stored the position of the impact lighting on this group. For the secondary particles I created new particles emited from &#8220;impact&#8221; position.<a href="http://www.andvfx.com/wp-content/uploads/2013/05/tuto2.jpg" rel="prettyPhoto[post_content]" title="UFO attack! "><img class="alignnone size-large wp-image-1155" title="tuto2" src="http://www.andvfx.com/wp-content/uploads/2013/05/tuto2-1024x639.jpg" alt="" /></a></p>
<p><img class="alignnone size-full wp-image-1156" title="tuto4" src="http://www.andvfx.com/wp-content/uploads/2013/05/tuto4.jpg" alt="" />No very complicated setup and I will not go in detail, I create multiple particles from impact position, with some speed. In the other dynamicsets I added a &#8220;surface follow&#8221; operator so particles stay on object surface, some friction, trails, and that`s it.</p>
<p>For the procedural destruction, I send the original object to a volumebreak so we have a first prefragmentation, activate to 100% so all particles goes to new group.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2013/05/tuto5.jpg" rel="prettyPhoto[post_content]" title="UFO attack! "><img class="alignnone size-large wp-image-1158" title="tuto5" src="http://www.andvfx.com/wp-content/uploads/2013/05/tuto5-1024x564.jpg" alt="" /></a></p>
<p>We want that when a lighting impact on a prebreaked face break again. I used a PPassAB with prebreaks and impacts group with activation by distance. So all the particles that are near &#8220;impact&#8221; position will go to volumebreak op. Also I used the group helper &#8220;impact&#8221; with spreading size activated so particles are activated by time.  The threshold is to not frag again little particles. There is no complex setup since is only  a little R&amp;D, obviously this can be improved a lot adding debris, smoke, secondary breaking, joints, &#8230;</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2013/05/tuto3.jpg" rel="prettyPhoto[post_content]" title="UFO attack! "><img class="alignnone size-large wp-image-1157" title="tuto3" src="http://www.andvfx.com/wp-content/uploads/2013/05/tuto3-1024x561.jpg" alt="" /></a></p>
<p>After first test I saw that since I break the mesh is strange to have lighting interacting with a original part of the mesh that is no more there since is breaked (you can see in the second video part), so I add antoher PPassAB to delete the particles  &#8221;goals&#8221; that are near impact points, the eggtimer is to eliminate the particles after some frames, since if we delete inmediatly when impact is detected the lighting will stop following the animation of the emitting object.</p>
<p>&nbsp;</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2013/05/tuto7.jpg" rel="prettyPhoto[post_content]" title="UFO attack! "><img class="alignnone size-full wp-image-1162" title="tuto7" src="http://www.andvfx.com/wp-content/uploads/2013/05/tuto7.jpg" alt="" /></a></p>
<p>So this is my little contribution, all the hard work is done by rman, hope this can make the life easier to some one!</p>
<p>&nbsp;</p>
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		<title>TP bulletVehicle</title>
		<link>http://www.andvfx.com/1142/tp-bulletvehicle/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=tp-bulletvehicle</link>
		<comments>http://www.andvfx.com/1142/tp-bulletvehicle/#comments</comments>
		<pubDate>Sat, 27 Apr 2013 20:59:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[R&D]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=1142</guid>
		<description><![CDATA[<p>Some research in TP bullet vehicle operator.</p> <p>I did some time ago acomercial with a big truck, I tryed for first time TP vehicle, a very easy to use (and fast) vehicle simulation. In this ocasion I modeled a lowpoly version of the truck, simulated with that, exported and after link the high poly truck to the lowpoly exported simulation.</p> <p>Now I tryed something diferent, I wanted everything to be more procedural, so I can attach everything inside TP, and add diferent elements like shocks and things like that. As you can see on the video it works well, is near realtime. I pass a lot of hours figuring why my pattach operator was not working (wheels was moving but not rotating), and it was a bug, changed to TP5.3 and everything is working.</p> <p>Also I added as a bonus a breaking ground, to do a scene similar to &#8220;2012&#8243; movie. Obviously is needed details everywhere, but it was fun to play! I wanted to add some weight to the wheels when they touch the ground and do it inside ...]]></description>
			<content:encoded><![CDATA[<p>Some research in TP bullet vehicle operator.<span id="more-1142"></span></p>
<p>I did some time ago acomercial with a big truck, I tryed for first time TP vehicle, a very easy to use (and fast) vehicle simulation. In this ocasion I modeled a lowpoly version of the truck, simulated with that, exported and after link the high poly truck to the lowpoly exported simulation.</p>
<p>Now I tryed something diferent, I wanted everything to be more procedural, so I can attach everything inside TP, and add diferent elements like shocks and things like that. As you can see on the video it works well, is near realtime. I pass a lot of hours figuring why my pattach operator was not working (wheels was moving but not rotating), and it was a bug, changed to TP5.3 and everything is working.</p>
<p>Also I added as a bonus a breaking ground, to do a scene similar to &#8220;2012&#8243; movie. Obviously is needed details everywhere, but it was fun to play! I wanted to add some weight to the wheels when they touch the ground and do it inside TP, I-m working on it.</p>
]]></content:encoded>
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		<title>Thinking Particles sand disolution</title>
		<link>http://www.andvfx.com/1086/thinking-particles-sand-disolution/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=thinking-particles-sand-disolution</link>
		<comments>http://www.andvfx.com/1086/thinking-particles-sand-disolution/#comments</comments>
		<pubDate>Sun, 24 Mar 2013 19:05:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Finished]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=1086</guid>
		<description><![CDATA[<p>After seen a lot of videos of XSI and lagoa creating a realistic sand, I tried to do something similar with Thinking Particles.</p> <p>The approach is totally diferent, and is not a real elastic simulation with real cohesion force between particles. It will not work for sand splashing with other surface but I think can work well for sand dissolution in the air. Also breaks the over used look of pflow+deflector+wind+krakatoa, pushing it a little further. Simulation times are quite fast (less than 10 minutes for 300 frames simulation) , I have some ideas to improve it a little more, so maybe I will redo the video with a new setup.</p>]]></description>
			<content:encoded><![CDATA[<p>After seen a lot of videos of XSI and lagoa creating a realistic sand, I tried to do something similar with Thinking Particles.<span id="more-1086"></span></p>
<p>The approach is totally diferent, and is not a real elastic simulation with real cohesion force between particles. It will not work for sand splashing with other surface but I think can work well for sand dissolution in the air. Also breaks the over used look of pflow+deflector+wind+krakatoa, pushing it a little further. Simulation times are quite fast (less than 10 minutes for 300 frames simulation) , I have some ideas to improve it a little more, so maybe I will redo the video with a new setup.</p>
]]></content:encoded>
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		<title>Cooking Particles with TP (or custom data channels tutorial)</title>
		<link>http://www.andvfx.com/1042/cooking-particles-with-tp-or-custom-data-channels-tutorial/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cooking-particles-with-tp-or-custom-data-channels-tutorial</link>
		<comments>http://www.andvfx.com/1042/cooking-particles-with-tp-or-custom-data-channels-tutorial/#comments</comments>
		<pubDate>Sun, 03 Feb 2013 23:05:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Thinking Particles]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=1042</guid>
		<description><![CDATA[<p>After seeing <a href="http://www.youtube.com/watch?v=0a8CWuX1TTI" target="_blank">this video</a> (yes I&#8217;m a fan of this two guys) I decided to cook some particles in TP.</p> <p>How? Normally we have acces to diferent particles information like velocity, age, lifespan, size, rotation,&#8230;. But in thinking particles we are not only limited to this, we can create any data channel we want.</p> <p>Imagine you want to add a value that is incrementing per frame and per every individual particle, yes it&#8217;s particle age, but imagine now that you want to only add this value under certain conditions. We can say that when a particle has passed X frames near another object pass to a new rule, this can be very powerfull.</p> <p>We can improve a little more this idea and made that particles  increase more his data channel if they are more near to one object, and if they are very far away particle can loose gradually this value. And yes, with this we have a basic temperature system in TP!</p> <p>To create a new data channel is very easy, select your group and on right panel ...]]></description>
			<content:encoded><![CDATA[<p>After seeing <a href="http://www.youtube.com/watch?v=0a8CWuX1TTI" target="_blank">this video</a> (yes I&#8217;m a fan of this two guys) I decided to cook some particles in TP.<span id="more-1042"></span></p>
<p>How? Normally we have acces to diferent particles information like velocity, age, lifespan, size, rotation,&#8230;. But in thinking particles we are not only limited to this, we can create any data channel we want.</p>
<p>Imagine you want to add a value that is incrementing per frame and per every individual particle, yes it&#8217;s particle age, but imagine now that you want to only add this value under certain conditions. We can say that when a particle has passed X frames near another object pass to a new rule, this can be very powerfull.</p>
<p>We can improve a little more this idea and made that particles  increase more his data channel if they are more near to one object, and if they are very far away particle can loose gradually this value. And yes, with this we have a basic temperature system in TP!</p>
<p>To create a new data channel is very easy, select your group and on right panel you can add a &#8220;float&#8221; data on &#8220;data channel&#8221; give it a name and we are ready! We can acces this data the same way we can acces to all other data in our particles group.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2013/02/4.jpg" rel="prettyPhoto[post_content]" title="Cooking Particles with TP (or custom data channels tutorial)"><img class="alignnone  wp-image-1048" title="4" src="http://www.andvfx.com/wp-content/uploads/2013/02/4.jpg" alt="" width="115" height="249" /></a></p>
<p>I added all matematic operations inside one dynamic set, for more organized view. Here you can see the inputs I create:</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2013/02/1.jpg" rel="prettyPhoto[post_content]" title="Cooking Particles with TP (or custom data channels tutorial)"><img class="alignnone  wp-image-1050" title="1" src="http://www.andvfx.com/wp-content/uploads/2013/02/1.jpg" alt="" width="493" height="351" /></a></p>
<p>&#8220;Heating point&#8221; is one object in scene that will emit heat, &#8220;distance heating&#8221; is effective heating distance, &#8220;Temp increase&#8221; is the maximum heating value per iteration, &#8220;Temp decrease&#8221; is the temperature lost per iteration, &#8220;start temp&#8221; is the ambiental temperature, all particles start with this temperature and if heating point is far away they will loose temperature until this value. &#8220;Rand start&#8221; is to add a some variation in our initial temperature. All this input parameters are evaluated inside &#8220;Temp system&#8221; and return a temperature value per particle that is sended inside to &#8220;Data channel&#8221; operator.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2013/02/explained.jpg" rel="prettyPhoto[post_content]" title="Cooking Particles with TP (or custom data channels tutorial)"><img class="alignnone  wp-image-1057" title="explained" src="http://www.andvfx.com/wp-content/uploads/2013/02/explained-1024x512.jpg" alt="" width="717" height="358" /></a></p>
<p>1- Calucation of distance between every particle and our &#8220;heating&#8221; object&#8221;. We divide the result distance by &#8220;dist heating&#8221; so we have a value between 0 and 1.</p>
<p>2-We add some random to our particles &#8220;per animation&#8221; to add some randomnes on the starting point.</p>
<p>3-The expression&#8221;heating&#8221; is to have as maximum value 1 in the anterior operation, so if particles are more far than &#8220;dist heating&#8221; they will return a value bigger than 1 and we don&#8217;t want this. After with &#8220;invert&#8221; expression we invert this value (1-scalar) so particles near &#8220;heating&#8221; object will be &#8220;1&#8243; and particles more far than &#8220;dist heating&#8221; will be &#8220;0&#8243;. We multiplie this value by &#8220;temp increase&#8221; and add random value in &#8220;2&#8243; if we want it.</p>
<p>4-This is the colding system. Is really easy, the expresion &#8220;colding is: &#8220;if (scalar&lt;1,0,1)&#8221; so if our particles are more far away than &#8220;heating distance&#8221; will return &#8220;1&#8243; value. and will be multiplied by &#8220;Tem decrease&#8221; that is a negative value, so our particles will loose temperature every iteration.</p>
<p>5-We put everything together here. We take the &#8220;temp&#8221; that is the previews temperature in the last frame, and we add our &#8220;temp increase&#8221; and our &#8220;temp decrease&#8221;, one is positive and the other is negative. The expresion is &#8220;if(scalar&lt;stemp,stemp,scalar)&#8221; so if the final temperature is less than the &#8220;starting temperature&#8221; the returning result will be &#8220;staring temperature&#8221;, this is to don&#8217;t have a value inferior than our &#8220;starting temperature&#8221; since objects stabilize his temperature with the ambient temperature. And this output value is writed on our created &#8220;temperature&#8221; data channel for every iteration.</p>
<p>6-This is prescindible, particle age is set to &#8220;particle born&#8221;, so its only called on the begining, and its to add some starting temperature. If we don&#8217;t do this the starting data will be &#8220;0&#8243;, with this we can say that all particles starts with a temperature of 30ºc for example.</p>
<p>And now we can cook some particles! In the video I create an animated blend material so we can see the increase and decrease temperature visually. But we can send to another group our particles when they arrive to a certain temperature.  Also withou adding &#8220;decrease temperature&#8221; value we can have one system that can evaluate when a particle passed some time under a certain condition.</p>
<p>Temperature blackbox: <a class="st-btn small st-btn- st-btn-small" href="http://www.andvfx.com/wp-content/uploads/2013/02/Temperature.rar">Download</a></p>
<p>&nbsp;</p>
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		<title>UV map in After Effects.</title>
		<link>http://www.andvfx.com/939/uv-map-in-after-effects/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=uv-map-in-after-effects</link>
		<comments>http://www.andvfx.com/939/uv-map-in-after-effects/#comments</comments>
		<pubDate>Tue, 01 Jan 2013 23:32:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[AE]]></category>
		<category><![CDATA[after effects]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vray]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=939</guid>
		<description><![CDATA[<p style="text-align: justify;">Tutorial how to export a uv pass from 3dsmax to remap in postproduction.</p> <p style="text-align: justify;">In the company I&#8217;m working right now it was necesary to create different 3d effects for a mapping. This effects consist on move the actual video projection in 3d in diferent ways.</p> <p style="text-align: justify;">Normal workflow will be to do the 3d animation and project the video edited over it, but since it was needed on multiple sequences and we was changing editing every day and with huge size template we need to found another solution for reduce huge render times and for a better workflow.</p> <p style="text-align: justify;">One solution can be import 3d objects in Nuke and remap everything there, but since the company workflow is based on AE it was not a solution. Other solution is to use the recent Andrew Kramer plugin, Element 3d. But has the inconvenient that you can&#8217;t import animated 3d models (the solution is to animate inside the plugin), you don&#8217;t have raytraced reflections and shadows, and there is no way to import deforming geometry. So ...]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Tutorial how to export a uv pass from 3dsmax to remap in postproduction.<span id="more-939"></span></p>
<p style="text-align: justify;">In the company I&#8217;m working right now it was necesary to create different 3d effects for a mapping. This effects consist on move the actual video projection in 3d in diferent ways.</p>
<p style="text-align: justify;">Normal workflow will be to do the 3d animation and project the video edited over it, but since it was needed on multiple sequences and we was changing editing every day and with huge size template we need to found another solution for reduce huge render times and for a better workflow.</p>
<p style="text-align: justify;">One solution can be import 3d objects in Nuke and remap everything there, but since the company workflow is based on AE it was not a solution. Other solution is to use the recent Andrew Kramer plugin, Element 3d. But has the inconvenient that you can&#8217;t import animated 3d models (the solution is to animate inside the plugin), you don&#8217;t have raytraced reflections and shadows, and there is no way to import deforming geometry. So the solution proposed was to use a uv map and remap everything in After Effects.</p>
<p style="text-align: justify;">The workflow is simple: Render a 3d animation in your 3d program with a uv map (green and red color corresponding to u and v coordinates), and diferent passes (reflection, shadows, speculars, diffuse,ao,&#8230;), go to After effects and with a plugin assign a composition to this uv map. With this we can change the composition in real time and see how its addapted to our 3d geometry inside After effects without re render it. We win in flexibility for editing since we can change on the fly, speed, and more control over the final look.</p>
<p style="text-align: justify;">We have two plugins to use our uv maps inside After Effects: <a title="http://www.revisionfx.com/products/remap/" href="http://www.revisionfx.com/products/remap/" target="_blank">RE:map</a> from RE:vision and <a title="http://maltaannon.com/articles/after-effects/youveelizer/" href="http://maltaannon.com/articles/after-effects/youveelizer/" target="_blank">Youveelizer</a> from Jerzy Drozda.  This two solutions did near the same with very similar options. Re:map incorporate diferent plugins to do diferent tasks as displacement and advanced distortion. But for uv mapping inside AE two options are valid. RE:map is 150$ and Youveelizer is 30$.</p>
<p>Here&#8217;s a uv&#8217;s sequence I rendered in 3dsmax:</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/tela-sequence-uv.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class="alignnone size-large wp-image-973" title="tela sequence uv" src="http://www.andvfx.com/wp-content/uploads/2012/12/tela-sequence-uv-1024x140.jpg" alt="" /></a>I can replace it with any texture, composition or animation in After effects and it follows the original deformation.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/tela-sequence.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img title="tela sequence" src="http://www.andvfx.com/wp-content/uploads/2012/12/tela-sequence-1024x140.jpg" alt="" /></a></p>
<p style="text-align: justify;">This two plugins are very easy to setup. I have my uv sequence (red and green), with RE:Map UV applied on it. I added the comp I wan&#8217;t to composite over and turn it off (comp &#8220;logo2&#8243; in the image). Go to RE:Map UV and assign here this comp on &#8220;Texture&#8221;. And done! we can change things like Tile repetition, position Offset and others. I have a third layer in multiply mode to add lighting information.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/ae-flag.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img title="ae flag" src="http://www.andvfx.com/wp-content/uploads/2012/12/ae-flag.jpg" alt="" width="956" height="538" /></a></p>
<div class="st-alert st-alert-info">Since uv images need a lot of information, we need to turn our composition as 16bpc or 32. If not your image will be pixelated.</div>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/16bpc.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class=" wp-image-974 alignleft" title="16bpc" src="http://www.andvfx.com/wp-content/uploads/2012/12/16bpc.jpg" alt="" width="197" height="153" /></a>I will not go more in deep with this plugins since they are really very easy to setup, also you can follow this tutorials for <a href="http://www.youtube.com/watch?v=Iz6jXvJmtWg" target="_blank">Youveelizer</a>, and for <a href="https://vimeo.com/39053822" target="_blank">RE:Map</a>.</p>
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<p>&nbsp;</p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>Exporting uv maps from 3ds max</strong></span></p>
<p>So the setup in AE is very easy, but how we setup and render this uv&#8217;s inside 3dsmax? We need to know how to apply our material and setup the render, map our objects, how to and finally how we save this images, here we go!:</p>
<p><strong>Render Setup and materials</strong></p>
<p>We will look how to do this in mentalray and in vray with dedicated maps:</p>
<p><em>-Mentalray:</em> In mentalray there is a dedicated map to create a uv pass. The problem is that from 3dsmax 2011 and later versions this map is hidden to user, to show again you need to find and edit &#8220;3ds max shaders&#8221; archive you can find in: C:\ProgramFiles\Autodesk\3dsMax2011\mentalimages\shaders_standard\mentalray\include</p>
<p>Open with notepad and put &#8220;#&#8221; in front of “hidden” just after gui “gui_max_base_UVGenerator” {</p>
<p>Create a standard material with self-ilumination to &#8220;100&#8243; and add the &#8220;uv generator&#8221; as diffuse map. Apply this map to your 3dsmax objects.</p>
<p>Render configuration: Disable Indirect illumination, on sampling quality minimum to &#8220;1&#8243; and maximum to &#8220;256&#8243;, jitter &#8220;off&#8221;</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/mentalray-setup.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img title="mentalray setup" src="http://www.andvfx.com/wp-content/uploads/2012/12/mentalray-setup.jpg" alt="" width="252" height="244" /></a></p>
<p>&nbsp;</p>
<p><em>-Vray:</em> In Vray we add a &#8220;vrayExtraTex&#8221; render element. Create a new &#8220;VraySamplerInfoTex&#8221; map, and set the type to &#8220;uvw coordinates&#8221;. Drag this map inside &#8220;VrayExtraTex parameters&#8221; texture.</p>
<p>Render configuration: If you use Adaptive subdivision set Min.rate to &#8220;0&#8243; and Max.rate to &#8220;3&#8243;. If you use Adaptive DMC use Min subdivs to &#8220;3&#8243; and Max subdivs to &#8220;4&#8243;. After some tests I see this are the lower settings  to have a good uv maps.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/vray-layers.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img title="vray layers" src="http://www.andvfx.com/wp-content/uploads/2012/12/vray-layers.jpg" alt="" width="582" height="494" /></a></p>
<p>This is to have only the uv&#8217;s, also I add diferent passes like illumination, shadows, diffuse,&#8230; to add over the image later on AE.</p>
<p>This are the most easy way to create uv pass, but since a uv pass is only a red to black gradient and a green to black gradient, we can create this textures with simple gradients, or using an existing square uv map with large resolution and 16bpc or more applied as texture over our 3d objects</p>
<p>&nbsp;</p>
<p><strong>Objects mapping: </strong>We can create a uv for the 3d model using uvw maping or unwrap, or a camera mapping.</p>
<p>Here we have three 3d objects with default uv&#8217;s from 3dsmax rendered. You see we have the uv&#8217;s represented as green and red color. When we apply a composition in After Effects the result will be the right one.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/3-objectes.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class="alignnone  wp-image-961" title="3 objectes" src="http://www.andvfx.com/wp-content/uploads/2012/12/3-objectes.jpg" alt="" width="919" height="216" /></a></p>
<p>There is no possibilitie to use diferent textures for diferent objects/faces directly in the plugin. But is possible rendering an ID pass from your 3d apication, or doing masks inside AE.</p>
<p>We need &#8220;u&#8221; and &#8220;v&#8221; values, so don&#8217;t use &#8220;w&#8221; information, w information will add a third blue color to our pass that is not needed in the uvpass. If you use a uvw mapping you need tur turn &#8220;W Tile&#8221; to &#8220;o&#8221;.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/uv-non-corrected.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img title="uv non corrected" src="http://www.andvfx.com/wp-content/uploads/2012/12/uv-non-corrected.jpg" alt="" width="470" height="269" /></a></p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/uvw-corrected.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img title="uvw corrected" src="http://www.andvfx.com/wp-content/uploads/2012/12/uvw-corrected.jpg" alt="" width="470" height="269" /></a></p>
<p>This can be useful some times, but I guess that the most useful thing is to use a camera map projection. With a camera map projection our mapped scene will be exactly the same as  our original comp in AE in the first frame, without any jump or glitch from original comp to remaped one. Can be used to create 3d transitions or add some 3d effect on certain part of the video.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/tela-sequence.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class="alignnone size-large wp-image-967" title="tela sequence" src="http://www.andvfx.com/wp-content/uploads/2012/12/tela-sequence-1024x140.jpg" alt="" /></a></p>
<p style="text-align: justify;">In this example I camera project the uv&#8217;s on this cloth, so the uv&#8217;s are pure red on bottom right, and pure green on top left side of the render, with this the image in first frame will be exactly the same as our original comp.</p>
<p style="text-align: justify;">Some things to think when we use camera map projection for uv pass:</p>
<p style="text-align: justify;">-Remember that camera map projection calculate the final map using interpolation between vertexs. So if you have a 3d object to map without a lot of vertices create more vertices on it. This can be done easy with a &#8220;tessellate&#8221; modifier without tension. Also is good idea before render the uv pass check that your uv is correct using a &#8220;Tile&#8221; or &#8220;checker&#8221; material over your objects. Is not easy to see if your uv is wrong or not just watching a red and green gradient!</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/without-tessellate-2.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class="alignnone  wp-image-963" title="without tessellate 2" src="http://www.andvfx.com/wp-content/uploads/2012/12/without-tessellate-2.jpg" alt="" width="606" height="552" /></a>As you can see here we have 3d objects without subdivisions, if we apply a tile material and wach from camera position, lines are not completely vertical and horitzontal. If we render this with the uv map, when we appy remap plugin over it we will see a distortion. Add more vertex and problem solved!</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/with-tesellation2.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class="alignnone  wp-image-962" title="with tesellation2" src="http://www.andvfx.com/wp-content/uploads/2012/12/with-tesellation2.jpg" alt="" width="606" height="543" /></a></p>
<p style="text-align: justify;">Tip: In 3dsmax you can&#8217;t apply camera map modifier to multiple objects (or over an instance object), so it&#8217;s a pain in the ass if you have a lot of objects. The solution is &#8220;CameraMapApplier&#8221; from BlurScripts. What? you don&#8217;t have installed BlurScripts page? ok, no panic, but before read more, go to <a href="http://www.neilblevins.com/blurscripts/blurscripts.htm">BlurScripts</a> and download them. Are old (listed for 3dsmax 4) but works with all 3dsmax versions (tested on 2013), and are a must have!</p>
<p style="text-align: justify;">As alternative I use a lot camera map operator in Thinking particles, configuration is simple:</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/thinking-camera-map.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class="alignnone  wp-image-965" title="thinking camera map" src="http://www.andvfx.com/wp-content/uploads/2012/12/thinking-camera-map.jpg" alt="" width="515" height="226" /></a></p>
<p><strong>Save:</strong> Last step is to save our uv pass, but it&#8217;s also very important to do it right.  Save your uv map as 16 bpc image. You can use any format that suports this feature, I use png sequence with 48 bit colors.</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/png-configuration.jpg" rel="prettyPhoto[post_content]" title="UV map in After Effects."><img class="alignnone size-full wp-image-950" title="png configuration" src="http://www.andvfx.com/wp-content/uploads/2012/12/png-configuration.jpg" alt="" /></a></p>
<p>&nbsp;</p>
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		<title>Popcorn tutorial with TP5 and bullet physics</title>
		<link>http://www.andvfx.com/993/thinking-particles-tutorial/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=thinking-particles-tutorial</link>
		<comments>http://www.andvfx.com/993/thinking-particles-tutorial/#comments</comments>
		<pubDate>Fri, 28 Dec 2012 02:02:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[bullet physics]]></category>
		<category><![CDATA[popcorn]]></category>
		<category><![CDATA[Thinking particles]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=993</guid>
		<description><![CDATA[<p>Thinking Particles bullet physics tutorial and scene.</p> <p></p> <p style="text-align: justify;">Hi! Today in Montreal we have a snow storm, so I pass the day in my house looking some vimeo videos. I found this <a href="https://vimeo.com/55386716" target="_blank">popcorn</a> effect from Toufik Mekbel  done it with pflow toolbox2. So I decided to do the same effect with TP and share with you.</p> <p style="text-align: justify;">Its really easy to do in fact with TP, so here I will post some screenshots and a little description of what every rule did. You can download the complete scene and study more how it works everything.</p> <p style="text-align: justify;">The concept is: The corn is generated from a surface and it falls down. When corn pass certain height (near frypan), they pass from &#8220;falling&#8221;  (white wire color in video) to &#8220;in frypan&#8221;(red wire color). In frypan the corn is heated and in a random value of time they pass to next rule &#8220;popcorn&#8221; (yellow wire color). When enters to popcorn group the particle change his shape, has some initial velocity and also scale is animated (since the shape increase a lot ...]]></description>
			<content:encoded><![CDATA[<p>Thinking Particles bullet physics tutorial and scene.</p>
<p><span id="more-993"></span></p>
<p style="text-align: justify;">Hi! Today in Montreal we have a snow storm, so I pass the day in my house looking some vimeo videos. I found this <a href="https://vimeo.com/55386716" target="_blank">popcorn</a> effect from Toufik Mekbel  done it with pflow toolbox2. So I decided to do the same effect with TP and share with you.</p>
<p style="text-align: justify;">Its really easy to do in fact with TP, so here I will post some screenshots and a little description of what every rule did. You can download the complete scene and study more how it works everything.</p>
<p style="text-align: justify;">The concept is: The corn is generated from a surface and it falls down. When corn pass certain height (near frypan), they pass from &#8220;falling&#8221;  (white wire color in video) to &#8220;in frypan&#8221;(red wire color). In frypan the corn is heated and in a random value of time they pass to next rule &#8220;popcorn&#8221; (yellow wire color). When enters to popcorn group the particle change his shape, has some initial velocity and also scale is animated (since the shape increase a lot if we do the change in just one frame we will have some problems of interpenetration, making a gradual scale bullet can calculate better collisions).</p>
<p style="text-align: justify;">So here we go:</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn1.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="alignnone  wp-image-994" title="popcorn1" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn1-1024x431.jpg" alt="" width="614" height="259" /></a></p>
<p style="text-align: justify;">Here you can see how groups are organized. In this first dynamic system we create corns from a surface, adding some spin, random alignment and instance the corn shape. At the same time we have an objTo particle to instance our frypan, we sended to &#8220;deflectors&#8221; group. Rate value is animated to have first less corns and after more.</p>
<p style="text-align: justify;"><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn2.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="wp-image-995 alignleft" title="popcorn2" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn2.jpg" alt="" width="267" height="82" /></a> Gravity is affecting all particles except frypan.</p>
<p style="text-align: justify;"><span style="color: #ffffff;">.</span></p>
<p style="text-align: justify;"><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn3.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="wp-image-996 alignleft" title="popcorn3" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn3.jpg" alt="" width="237" height="332" /></a></p>
<p style="text-align: justify;">The core of all dynamic system. We create it with BulletPhysics, The most fast dynamics system inside TP (1000frames calculated in less than 2 minutes in an I5 laptop). Everything is by default here, only in general Master system, samples per second is set to 250 samples per second. (You have to increase it if you see some interpenetrations). Corn and popcorn groups are set as active &#8220;convex&#8221;, and frypan (&#8220;deflectors&#8221;) are set as &#8220;mesh&#8221; and kinematic.</p>
<p style="text-align: justify;"><span style="color: #ffffff;">.</span></p>
<p style="text-align: justify;"><span style="color: #ffffff;">.</span></p>
<p style="text-align: justify;"><span style="color: #ffffff;">.</span></p>
<p style="text-align: justify;"><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn4.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="wp-image-997 alignleft" title="popcorn4" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn4.jpg" alt="" width="330" height="118" /></a></p>
<p>Our corns are falling, When they arrive near the frypan  change to group &#8220;in frypan&#8221;. This is simply done  reading z value and with a threshold sent to desired group.</p>
<p style="text-align: justify;"><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn5.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="wp-image-998 alignleft" title="popcorn5" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn5.jpg" alt="" width="280" height="158" /></a></p>
<p style="text-align: justify;">In frypan we reset the particle age. This rule is like &#8220;reset particle age&#8221; in pflow. We have a particle age set to &#8220;enter group&#8221; so when particles enters in group we put his age to zero. This is done with a ParticleData op, and a float with &#8220;zero&#8221; value.</p>
<p style="text-align: justify;"><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn6-to-popcorn.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="wp-image-999 alignleft" title="popcorn6 to popcorn" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn6-to-popcorn.jpg" alt="" width="335" height="141" /></a></p>
<p style="text-align: justify;">Right now we have our particles age set to zero, I defined a Random value per particle and animation and send this to the group &#8220;popcorn&#8221;. With this some particles will go to popcorn group faster and others will take a little more.</p>
<p style="text-align: justify;"><span style="color: #ffffff;">.</span></p>
<p style="text-align: justify;"><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn6.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="wp-image-1000 alignleft" title="popcorn6" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn6.jpg" alt="" width="388" height="201" /></a></p>
<p style="text-align: justify;">When our popcorn is born we change his geometry with a &#8220;GeomInstance op&#8221;. We add some vertical velocity with random values only when particles enters in the group, and some rotation friction.</p>
<p style="text-align: justify;"><span style="color: #ffffff;">.</span></p>
<p style="text-align: justify;"><a href="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn7.-scale.jpg" rel="prettyPhoto[post_content]" title="Popcorn tutorial with TP5 and bullet physics"><img class="wp-image-1001 alignleft" title="popcorn7. scale" src="http://www.andvfx.com/wp-content/uploads/2012/12/popcorn7.-scale.jpg" alt="" width="401" height="98" /></a></p>
<p style="text-align: justify;">If we don&#8217;t add this last rule our system will work but will be a little unestable since it change from a little geometry (corn) to a bigger geometry (popcorn) inmediatly and system can&#8217;t interpolate values. So we do a soft change with &#8220;scale over time&#8221; rule.  Is a very basic setup for animate parameters inside TP, we have our Timer and this float helper animated from 20 (popcorn has near the same size as corn) to 100 in 3 frames, so TP can interpolate between 3 frames and calculate better collisions with a much better result.</p>
<p style="text-align: justify;">You have the popcorn scene here if you are lost in some step (3dsmax 2010 and TP5), and you can add any comment or question below!</p>
<p style="text-align: justify;"><a class="st-btn small st-btn- st-btn-small" href="http://www.andvfx.com/wp-content/uploads/2013/02/popcorn.rar">Popcorn scene</a></p>
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		<title>Thinking Particles: Forrest by Height Plane</title>
		<link>http://www.andvfx.com/871/thinking-particles-forrest-by-height-plane/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=thinking-particles-forrest-by-height-plane</link>
		<comments>http://www.andvfx.com/871/thinking-particles-forrest-by-height-plane/#comments</comments>
		<pubDate>Thu, 04 Oct 2012 12:19:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>

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		<description><![CDATA[<p>In this tutorial you will learn how to control particle size based on distance to specific geometry.</p> <p>It&#8217;s based on this <a href="http://www.evermotion.org/tutorials/show/7963/particleflow-forrest-by-height-plane" target="_blank">tutorial</a> from Anselm Van Seherr, done it with pflow toolbox3, check also his other very cool <a href="http://incendii.com/training/" target="_blank">tutorials</a>. We will do the same with TP5.</p> <p>Let&#8217;s start with a basic plane (Where our particles will born), copy this plane and more divisions an add a noise modifier (this plane will control our particles heigh), create the object that will be scattered, I use a cone, but can be anything, a tree, a stone,&#8230;.<a href="http://www.andvfx.com/wp-content/uploads/2012/10/inicial1.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles: Forrest by Height Plane"></a></p> <p>Let&#8217;s start creating our thinking particles dynamics sets, here is the basic creation:</p> <p><a href="http://www.andvfx.com/wp-content/uploads/2012/10/creation.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles: Forrest by Height Plane"></a></p> <p>In node add your plane base, from this we will read his surface with a &#8220;SurfacePos&#8221; operator set to &#8220;face&#8221;. This position is readed by &#8220;PositionBorn node&#8221; set as &#8220;Pistol shot&#8221; and add here as many objects as you want to scatter over the plane, delete speed, and add a hight life span, ...]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will learn how to control particle size based on distance to specific geometry.<span id="more-871"></span></p>
<p>It&#8217;s based on this <a href="http://www.evermotion.org/tutorials/show/7963/particleflow-forrest-by-height-plane" target="_blank">tutorial</a> from Anselm Van Seherr, done it with pflow toolbox3, check also his other very cool <a href="http://incendii.com/training/" target="_blank">tutorials</a>. We will do the same with TP5.</p>
<p>Let&#8217;s start with a basic plane (Where our particles will born), copy this plane and more divisions an add a noise modifier (this plane will control our particles heigh), create the object that will be scattered, I use a cone, but can be anything, a tree, a stone,&#8230;.<a href="http://www.andvfx.com/wp-content/uploads/2012/10/inicial1.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles: Forrest by Height Plane"><img class="alignnone size-large wp-image-875 alignleft" title="inicial" src="http://www.andvfx.com/wp-content/uploads/2012/10/inicial1-1024x683.jpg" alt="" /></a></p>
<p>Let&#8217;s start creating our thinking particles dynamics sets, here is the basic creation:</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/10/creation.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles: Forrest by Height Plane"><img class="alignnone size-full wp-image-876" title="creation" src="http://www.andvfx.com/wp-content/uploads/2012/10/creation.jpg" alt="" /></a></p>
<p>In node add your plane base, from this we will read his surface with a &#8220;SurfacePos&#8221; operator set to &#8220;face&#8221;. This position is readed by &#8220;PositionBorn node&#8221; set as &#8220;Pistol shot&#8221; and add here as many objects as you want to scatter over the plane, delete speed, and add a hight life span, send this particles to a group system (I used &#8220;particles&#8221; group). Connenct a &#8220;GeomInstance&#8221; to it, and select your object to be scattered (I use the cone).</p>
<p>&nbsp;</p>
<p>Now the important part, changing our objects based on a plane distance:<a href="http://www.andvfx.com/wp-content/uploads/2012/10/heigh-by-distance.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles: Forrest by Height Plane"><img class="alignnone size-full wp-image-877" title="heigh by distance" src="http://www.andvfx.com/wp-content/uploads/2012/10/heigh-by-distance.jpg" alt="" /></a></p>
<p>Add an &#8220;Object&#8221; node and select your plane with noisemodifier applied, this node is feed in &#8220;Geom Particle&#8221;, this node is reading geometric informaction. This two nodes are new in TP5.</p>
<p>We need to add an initiator, in this case we want to modify our &#8220;particles&#8221; group. so feed with this group the &#8220;GeomParticle&#8221; node and &#8220;Scale&#8221; node.</p>
<p>Expose from &#8220;Scale&#8221; &#8220;Zscale&#8221; since we only want to change Zscale. If we connect &#8220;Colsest Point Distance&#8221; to &#8220;Zscale&#8221; directly you will see than our particles are scaled but a lot more than desired scale. To correct this only is needed to add a &#8220;AddMultiply&#8221; to &#8220;A*B&#8221; and a float to a small value (I use 0,01 but you can play with it).</p>
<p>Ok, this is all! now particles are scaled defined by our plane. You can edit this plane to have a custom shape, or also animate it! Nice and interesting results with this.</p>
<p>Anselm did a last thing on his tutorial, delete particles that are smaller than a certain value, here is how you can do it with TP:<a href="http://www.andvfx.com/wp-content/uploads/2012/10/delete-by-scale.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles: Forrest by Height Plane"><img class="alignnone size-full wp-image-878" title="delete by scale" src="http://www.andvfx.com/wp-content/uploads/2012/10/delete-by-scale.jpg" alt="" /></a></p>
<p>Its only an initiator node with our particles, send to &#8220;particle die&#8221; node, expose &#8220;on&#8221; parameter and add a conditional &#8220;treshold&#8221; to it, check &#8220;inside&#8221; and change &#8220;Threshold2&#8243;, all particles with a scale below this value will be deleted.</p>
<p>You are done, a nice procedural system to control our particles:</p>
<p><a href="http://www.andvfx.com/wp-content/uploads/2012/10/image.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles: Forrest by Height Plane"><img class="alignnone size-large wp-image-872" title="image" src="http://www.andvfx.com/wp-content/uploads/2012/10/image-1024x691.jpg" alt="" /></a></p>
<p>&nbsp;</p>
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		<title>Thinking Particles destruction deforming object Tutorial</title>
		<link>http://www.andvfx.com/861/thinking-particles-destruction-deforming-object-tutorial/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=thinking-particles-destruction-deforming-object-tutorial</link>
		<comments>http://www.andvfx.com/861/thinking-particles-destruction-deforming-object-tutorial/#comments</comments>
		<pubDate>Thu, 04 Oct 2012 09:09:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[R&D]]></category>
		<category><![CDATA[Tutorials]]></category>

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		<description><![CDATA[<p>If you ever tried to use a volumebreak on a geometry with deformation (animated character for example) you will see that volumebreak doesn&#8217;t retain deformated geometry information. Instead you can use fragment node, this node can read deform geometry, but straight of the box has not the same visible break as vb, so here is a workflow to combine vb with fragment node.</p> <p>First, load your deformed geometry, I use lowpoly girl with biped and mocap animation, you can use a simple cylinder and bend modifier animated on it. Clone it, and prefrag this clone with any tool, I use rayfire but use any tool you like it to prefrag. I use probolean assigning ID5 to frag sides. Don&#8217;t create  a lot of fragments since can be high cpu intensive, we will fragment it again procedurally inside tp.</p> <p style="text-align: center;"><a href="http://www.andvfx.com/wp-content/uploads/2012/10/rayfire.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles destruction deforming object Tutorial"></a></p> <p style="text-align: left;">Now we need to reasign motion to this frags, to do this we will use skinwrap modifier. Select one frag, convert to editable poly and attach all other fragments ...]]></description>
			<content:encoded><![CDATA[<p>If you ever tried to use a volumebreak on a geometry with deformation (animated character for example) you will see that volumebreak doesn&#8217;t retain deformated geometry information. Instead you can use fragment node, this node can read deform geometry, but straight of the box has not the same visible break as vb, so here is a workflow to combine vb with fragment node.</p>
<p><span id="more-861"></span>First, load your deformed geometry, I use lowpoly girl with biped and mocap animation, you can use a simple cylinder and bend modifier animated on it. Clone it, and prefrag this clone with any tool, I use rayfire but use any tool you like it to prefrag. I use probolean assigning ID5 to frag sides. Don&#8217;t create  a lot of fragments since can be high cpu intensive, we will fragment it again procedurally inside tp.</p>
<p style="text-align: center;"><a href="http://www.andvfx.com/wp-content/uploads/2012/10/rayfire.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles destruction deforming object Tutorial"><img class="size-medium wp-image-862 aligncenter" title="rayfire" src="http://www.andvfx.com/wp-content/uploads/2012/10/rayfire-225x300.jpg" alt="" width="225" height="300" /></a></p>
<p style="text-align: left;">Now we need to reasign motion to this frags, to do this we will use skinwrap modifier. Select one frag, convert to editable poly and attach all other fragments to it, now we only have one mesh. Add a skinwrap modifier and use the original object animated to deform it.</p>
<p style="text-align: left;"><a href="http://www.andvfx.com/wp-content/uploads/2012/10/skinwrap.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles destruction deforming object Tutorial"><img class="size-medium wp-image-863 aligncenter" title="skinwrap" src="http://www.andvfx.com/wp-content/uploads/2012/10/skinwrap-300x162.jpg" alt="" /></a></p>
<p style="text-align: left;">We have animated geometry and its prefragged, perfect! Also notice there is an omnilight on scene, I will use to activate the girl fragmentation.</p>
<p style="text-align: left;">Is time to go to Thinking Particles. Sistem is very simple, add a o2p operator, add our already fragged geometry, check instance, and track object to particle, send this particle to a group (in my case &#8220;ini&#8221; group).</p>
<p style="text-align: left;"><a href="http://www.andvfx.com/wp-content/uploads/2012/10/o2p.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles destruction deforming object Tutorial"><img class="alignnone size-large wp-image-884" title="o2p" src="http://www.andvfx.com/wp-content/uploads/2012/10/o2p-1024x586.jpg" alt="" /></a></p>
<p style="text-align: left;">Add another dynamic set, since now we only have one geometry, we want to detach this frags based on a distance parameter. Send &#8220;ini&#8221; particle to a fragment node.</p>
<p style="text-align: left;"><a href="http://www.andvfx.com/wp-content/uploads/2012/10/fragment.jpg" rel="prettyPhoto[post_content]" title="Thinking Particles destruction deforming object Tutorial"><img class="alignnone size-large wp-image-864" title="fragment" src="http://www.andvfx.com/wp-content/uploads/2012/10/fragment-1024x555.jpg" alt="" /></a></p>
<p style="text-align: left;">Important parameters on fragment node is to specify your light as breaking activator, this will detach our frags from the main body. On fragment group select on what group you want to send your particles, select &#8220;count&#8221; and 1. On fragment shape make sure thickness is set to zero, and &#8220;exclude closed fragments&#8221; checked, so now fragment node only will detach elements from the main shape. Also you can define here different ID&#8217;s for apply diferent materials.</p>
<p style="text-align: left;">Now our frags are reading the motion of our object, we can add a volumebreak node on the detached frags to increase destruction details.</p>
<p style="text-align: left;">And this is all! you only need to add a deflector object, gravity on your detached particles, and a sc operator.</p>
<p style="text-align: left;">
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		<title>Demolition Master and TP5</title>
		<link>http://www.andvfx.com/739/demolition-master-and-tp5/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=demolition-master-and-tp5</link>
		<comments>http://www.andvfx.com/739/demolition-master-and-tp5/#comments</comments>
		<pubDate>Sat, 01 Sep 2012 10:07:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Demolition Master]]></category>
		<category><![CDATA[DM]]></category>
		<category><![CDATA[thinking particles 5]]></category>
		<category><![CDATA[tp5]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=739</guid>
		<description><![CDATA[<p>From some time Demolition Master is ready. You can download it<a title="Demolition Master" href="http://www.andvfx.com/demolition-master/" target="_blank"> here. </a></p> <p>In less than a months is used all over the world by important studios, and a lot of people say the same: It&#8217;s an incredible solution over Rayfire or together with Rayfire for demolish things.</p> <p>I&#8217;m using it in some mappings that I hope I will show you soon, using DM on it I have a really quick setups and stable destructions.</p> <p>Also a very good news is that Cebas has send to me a NFR version of TP5, new version of Thinking Particles. I&#8217;m testing a version of DM in this version.</p> <p>About TP5 I have to say is very good, pushing even more Thinking Particles as the best particle solution over the market. The most important improvement on this release is the addition of bullet physics, and with it it comes new toys to play with: ropes, vehicles, and bullet joints. I played a little bit with bullet, is faster than SC dynamic solver, how much? I think X3 or X4 times; ...]]></description>
			<content:encoded><![CDATA[<p>From some time Demolition Master is ready. You can download it<a title="Demolition Master" href="http://www.andvfx.com/demolition-master/" target="_blank"> here. </a></p>
<p>In less than a months is used all over the world by important studios, and a lot of people say the same: It&#8217;s an incredible solution over Rayfire or together with Rayfire for demolish things.<span id="more-739"></span></p>
<p>I&#8217;m using it in some mappings that I hope I will show you soon, using DM on it I have a really quick setups and stable destructions.</p>
<p>Also a very good news is that Cebas has send to me a NFR version of TP5, new version of Thinking Particles. I&#8217;m testing a version of DM in this version.</p>
<p>About TP5 I have to say is very good, pushing even more Thinking Particles as the best particle solution over the market. The most important improvement on this release is the addition of bullet physics, and with it it comes new toys to play with: ropes, vehicles, and bullet joints. I played a little bit with bullet, is faster than SC dynamic solver, how much? I think X3 or X4 times; but I&#8217;m more comfortable with SC I will need to play more with it to make the transition.</p>
<p>Support for .prt files (krakatoa) and .bin files (realflow) is really a big plus, now there is connection with most important particles/fluids solver for 3dsmax  (Fumefx support is ready from TP4 version).</p>
<p>They added new littles things on it, like new nodes, new distribution of menus  (better and more organized), and one of my favourites is the addition of recursion  in Volumebreak node. In TP4 if a particle enters more than one time in VB node TP  creates an infinite loop and crashes, now is possible to specify a number of times that a particle will enter into a VB node.</p>
<p>Here a video with some R&amp;D in TP5<br />
<iframe src="http://player.vimeo.com/video/48760142?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
<p><a </p>
]]></content:encoded>
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		<item>
		<title>Testing DM, Radius Effector for a mapping and facebook page.</title>
		<link>http://www.andvfx.com/508/testing-dm-radius-effector-for-a-mapping-and-facebook-page/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=testing-dm-radius-effector-for-a-mapping-and-facebook-page</link>
		<comments>http://www.andvfx.com/508/testing-dm-radius-effector-for-a-mapping-and-facebook-page/#comments</comments>
		<pubDate>Mon, 09 Jul 2012 09:06:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[WIP]]></category>
		<category><![CDATA[Demolition Master]]></category>
		<category><![CDATA[mapping]]></category>
		<category><![CDATA[Radius Effector]]></category>

		<guid isPermaLink="false">http://www.andvfx.com/?p=508</guid>
		<description><![CDATA[<p>This are the test I did to debug my blackbox &#8220;Demolition Master&#8221;. I create some scenes that I think can be real production shots, and see what I need more for the TD and what I need to fix. The setup is really fast, less than a minute for every scene. Only  put your objects on the respective elements (concrete, glass, good or steel), adjust some parameters and check what debris do you want on the scene and its done! </p> <p>Yesterday we finally projected our new mapping for el masnou. I used a lot Radius Effector and Demolition Master on it. Waiting for the video edition from the live performance, here is a video done with Radius Effector:</p> <p></p> <p>Also I open a facebook page, so you can know when are the new release from andvfx, chek it on:  <a href="https://www.facebook.com/Andvfx">https://www.facebook.com/Andvfx</a></p>]]></description>
			<content:encoded><![CDATA[<p>This are the test I did to debug my blackbox &#8220;Demolition Master&#8221;.<br />
<span id="more-508"></span><br />
I create some scenes that I think can be real production shots, and see what I need more for the TD and what I need to fix. The setup is really fast, less than a minute for every scene. Only  put your objects on the respective elements (concrete, glass, good or steel), adjust some parameters and check what debris do you want on the scene and its done! </p>
<p>Yesterday we finally projected our new mapping for el masnou. I used a lot Radius Effector and Demolition Master on it. Waiting for the video edition from the live performance, here is a video done with Radius Effector:</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/zExQL94Z9BM" frameborder="0" allowfullscreen></iframe></p>
<p>Also I open a facebook page, so you can know when are the new release from andvfx, chek it on:  <a href="https://www.facebook.com/Andvfx">https://www.facebook.com/Andvfx</a></p>
]]></content:encoded>
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