Thanks Felix,
particularly loving Neural!
I'm trying it and I've a question: I want to turbulize the particles and animate the grow parameter at the same time.
It works, but the growing acts weird. The grow works only when the turbulize is near to zero, like from 0.016 to 0 and at that point there's no much time to see the grow transition.
I'm connecting a Turbulize Mesh to Execute on Emission, I guess I'm trying to turbulize the particles in the wrong way.
Various useful compounds
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Cluster to Weightmap
As the name implies it converts clusters to weightmaps. Whats nice though is that
it accepts all types of clusters (point,polygon,edge) and adds the ability to grow
and/or smooth the resulting weightmap. Remember that you have to create the weightmap
before you create the Icetree to make this work.
Go to the download page for screenshot explaining the usage of this compound.
local backup: Cluster to Weightmap.xsicompound
Go to the download page for screenshot explaining the usage of this compound.
local backup: Cluster to Weightmap.xsicompound
Create Copies along Curve
I don't think there is an easy way to do this with the build-in topology compounds
plus it has some other nice features:
supports both open and closed curves nice controls to interactively position, scale and rotate your copies on the curve copies will be evenly spaced along the curve the copies nicely align to the curve, you shouldn't run into any problems with flipping normals on s-shaped curves. transfers UV's
Go to the download page for screenshot explaining the usage of this compound.
local backup: Create Copies along Curve.2.0.xsicompound
supports both open and closed curves nice controls to interactively position, scale and rotate your copies on the curve copies will be evenly spaced along the curve the copies nicely align to the curve, you shouldn't run into any problems with flipping normals on s-shaped curves. transfers UV's
Go to the download page for screenshot explaining the usage of this compound.
local backup: Create Copies along Curve.2.0.xsicompound
Neural Net
Another take on motiongraphic's currently most popular effect: emits particles and
connects them with strands. This one is
pretty fast works both in a simulated and non-simulated environment two modes of stand creation: closest points & random turbulize and grow the strands
Go to the download page for screenshot explaining the usage of this compound. Here's a video from that page.
local backup: Neural Net.2.1.xsicompound
pretty fast works both in a simulated and non-simulated environment two modes of stand creation: closest points & random turbulize and grow the strands
Go to the download page for screenshot explaining the usage of this compound. Here's a video from that page.
local backup: Neural Net.2.1.xsicompound
Emit from Polygons
This compound is thought to be used in a non-simulated environment and the emitter
mesh should ideally consist of quads only. The idea behind this compound was to quickly
create coral like structures by emitting instances from polygon centers and scaling
them according to the polygon they've been emited from. This helps to prevent instances
from penetrating each other, and also results in a more natural, organic look [..]
Go to the download page to read more about the usage of this compound.
local backup: Emit from Polygons.1.0.xsicompound
Go to the download page to read more about the usage of this compound.
local backup: Emit from Polygons.1.0.xsicompound
Quantize Values
This one is a bit techy, but proved useful to me. It takes a set or array of scalar
values and spits out quantized values based on a quantization step. An image (hopefully)
explains more than thousand words :)
Go to the download page for that image which explains the usage of this compound.
local backup: Quantize Values.xsicompound
Go to the download page for that image which explains the usage of this compound.
local backup: Quantize Values.xsicompound
Re: Various useful compounds
Your're right, I've updated the download link with a new version which should work better.
Don't know what kind of effect you wan't to achieve, but remember that if you turbulize the particles "on emission", your only modifying their initial position, so they won't move or anything like that. If you want to turbulize the particles movement, you have to plug the turbulize into a normal execution port. In this special case though it's recommendet to modify the pointpositions before the emission, otherwise you will end up with something like this:
In this case you modify the point positions after the strands have already been drawn, thus you get these strange connections to the location where the point used to be. Modifying the point positions before the strands are drawn works fine:
Don't know what kind of effect you wan't to achieve, but remember that if you turbulize the particles "on emission", your only modifying their initial position, so they won't move or anything like that. If you want to turbulize the particles movement, you have to plug the turbulize into a normal execution port. In this special case though it's recommendet to modify the pointpositions before the emission, otherwise you will end up with something like this:
In this case you modify the point positions after the strands have already been drawn, thus you get these strange connections to the location where the point used to be. Modifying the point positions before the strands are drawn works fine:
Re: Various useful compounds
Mossman,
thanks a lot for the update. From your screen grab I see you're using a simulated Ice tree whereas I'm using a non-simulated one.
Anyhow, I've started from scratch using the latest update you posted and everything it's working fine now. I'm also adding some Mootzoid EmTools compounds and some other Scatter Tools compounds, glad to see that everything works fine together.
thanks a lot for the update. From your screen grab I see you're using a simulated Ice tree whereas I'm using a non-simulated one.
Anyhow, I've started from scratch using the latest update you posted and everything it's working fine now. I'm also adding some Mootzoid EmTools compounds and some other Scatter Tools compounds, glad to see that everything works fine together.
Piero Desopo
http://phoenixart.com
http://phoenixart.com
Re: Various useful compounds
Seems this post and is long since forgotten...hopefully someone comes back to life ;)
Any chance this would work if I pulled in another point cloud to drive Neural net? Like another particle Sim? And if so how would one go about that? As the emitter is looking for a geo as a souce?
Any chance this would work if I pulled in another point cloud to drive Neural net? Like another particle Sim? And if so how would one go about that? As the emitter is looking for a geo as a souce?
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