Workspace Particles
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clintonman
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Workspace Particles
Experimental particle system based on mesh geometry. System is adapted from a 3dBuzz OpenGL class.
Uses the first uv channel to display the texture map and the second uv, u value is used to control the transparency over time.
The plan is to develop this for use in the 3DBuzz Maya Fundamentals 3rd project which has falling snow and an explosion.
Controls can be adjusted while the particle is running.
Saturation doesn't do anything.
WindX,Y,Z don't do anything.
Vortex is somewhat broken.
The particles don't turn to face the camera.
Spinning along the face normal is not implemented yet.
Next step is to look at other/real particle systems to see what can be adapted to this.
- Attachments
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- ParticleDev.RsScn
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trueBlue
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Re: Workspace Particles
WOW!
This may be YOUR best trueSpace creation!
If you get an error about the emitter not being defined.
Just Reset the Current iteration attribute on the ActvLoop
This may be YOUR best trueSpace creation!
If you get an error about the emitter not being defined.
Just Reset the Current iteration attribute on the ActvLoop
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v3rd3
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Re: Workspace Particles
Wow ,,,, just Wow
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trueBlue
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Re: Workspace Particles
It's Snowing in trueSpace
Can not really tell from the screen shot, but the cube is inside the particles.
So it is snowing in front and behind the particles.
The particles have a Billboard transform object connected to a Camera, so the particles always face the camera.
Way to cool!
Thanks Clinton!
Can not really tell from the screen shot, but the cube is inside the particles.
So it is snowing in front and behind the particles.
The particles have a Billboard transform object connected to a Camera, so the particles always face the camera.
Way to cool!
Thanks Clinton!
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clintonman
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Re: Workspace Particles
You're welcome.trueBlue wrote: 22 Feb 2020, 18:37 It's Snowing in trueSpace![]()
Can not really tell from the screen shot, but the cube is inside the particles.
So it is snowing in front and behind the particles.
The particles have a Billboard transform object connected to a Camera, so the particles always face the camera.
Way to cool!
Thanks Clinton!
I think the billboard only works if the camera doesn't move. If the camera moves the whole particle system will rotate, not the individual particles.
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trueBlue
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Re: Workspace Particles
Yep. As long as you navigate around the particle object, the individual particles face the camera.
But if you navigate to the top or bottom, the individual particles do not face the camera
I see in your code where you are rotating the angle x, y, & z
What if you used Degrees to Radicans
As an example from my Manipulator project
There is a gimbal lock in, if I remember correctly, roll?
Or turn into a widget? That would combat the destructed behavior of right it, clicking and entering into Point Editing
But if you navigate to the top or bottom, the individual particles do not face the camera
I see in your code where you are rotating the angle x, y, & z
What if you used Degrees to Radicans
As an example from my Manipulator project
Code: Select all
DEGTORAD = 0.01745329251994;
rotdeg = Space.NodeMatrixElement(OBJ,'yaw');
tmp = Space.NodeMatrixElement(OBJ,'ty');
Space.NodeMatrixElement(OBJ,'ty') = tmp - 0.1 * Math.cos(DEGTORAD * rotdeg);
tmp = Space.NodeMatrixElement(OBJ,'tx');
Space.NodeMatrixElement(OBJ,'tx') = tmp - 0.1 * Math.sin(DEGTORAD * rotdeg);
Or turn into a widget? That would combat the destructed behavior of right it, clicking and entering into Point Editing
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trueBlue
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Re: Workspace Particles
Got a random particle flare effect with Bloom Intensity set at 50.000
ColorKey set @ 233 233 233
ColorKey set @ 233 233 233
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- SnowParticlesPostprocessFlare.RsRcd
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trueBlue
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Re: Workspace Particles
So how is one able to animate your Workspace Particles?
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clintonman
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Re: Workspace Particles
"Experimental particle system"trueBlue wrote: 26 Feb 2020, 01:59 So how is one able to animate your Workspace Particles?
You're on your own until it gets at least a little bit out of the experimental stage.
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trueBlue
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Re: Workspace Particles
Here is what I have come up with for animating your awesome Particle System.
System
Start - Stop - Reset
Animation
time = Animation Time
Animate / System = Preview Animation
Render / System = D3D Render to File
Note: This is a different version of your original object. 'Leaves fall down from above'
I also have a version that has the Leaves face up.
If you are okay with this, I would like to include a Particle System library in the unofficial update.
Particle System - Author Clinton Reese
Particle System Up.RsObj
Particle System Down.RsObj
Particle System Face Up.RsObj
Start - Stop - Reset
Animation
time = Animation Time
Animate / System = Preview Animation
Render / System = D3D Render to File
Note: This is a different version of your original object. 'Leaves fall down from above'
I also have a version that has the Leaves face up.
If you are okay with this, I would like to include a Particle System library in the unofficial update.
Particle System - Author Clinton Reese
Particle System Up.RsObj
Particle System Down.RsObj
Particle System Face Up.RsObj
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- Particle System Down.RsObj
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clintonman
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clintonman
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Re: Workspace Particles
Image shows each of the particles turning to face the camera.
Converted to what I call a "Reactive" particle system, using a script object instead of a command script. The script reacts to changes from outside the script, where command scripts are run directly. In this case the script is basically reacting to changes in the time line. Being reactive makes it much easier to render.
Also changed to a world coordinate system which will make it easier/possible for the particles to originate from objects in the scene and be able to move independently of those objects.
Converted to what I call a "Reactive" particle system, using a script object instead of a command script. The script reacts to changes from outside the script, where command scripts are run directly. In this case the script is basically reacting to changes in the time line. Being reactive makes it much easier to render.
Also changed to a world coordinate system which will make it easier/possible for the particles to originate from objects in the scene and be able to move independently of those objects.
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trueBlue
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Re: Workspace Particles
Sounds like your Particle System is getting some awesome upgrades!
Salivating
Noticed something and not sure what is going on.
I added a modified Sequence Image Player to your Particle System's Material to see if I could get an animated material working. It works but the images are showing Backwards or Mirrored and upside down.
The included Sequence Image Player has an Animation aspect with a Time attribute that can be Keyframed.
You would need to create and load 40 images.
Can you take a peak at this? I created a simple 40 frame animation (not included) of a Cube traveling from the left of the screen to the right.
With the Animation playing while running the Particles System, you can see the images playing Backwards.
Salivating
Noticed something and not sure what is going on.
I added a modified Sequence Image Player to your Particle System's Material to see if I could get an animated material working. It works but the images are showing Backwards or Mirrored and upside down.
The included Sequence Image Player has an Animation aspect with a Time attribute that can be Keyframed.
You would need to create and load 40 images.
Can you take a peak at this? I created a simple 40 frame animation (not included) of a Cube traveling from the left of the screen to the right.
With the Animation playing while running the Particles System, you can see the images playing Backwards.
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- Item.RsScn
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clintonman
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Re: Workspace Particles
trueBlue wrote: 11 Apr 2020, 00:12 .... It works but the images are showing Backwards or Mirrored and upside down.
...
Try reversing the UV mapping with negative values.
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trueBlue
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clintonman
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Re: Workspace Particles
image shows UV based flip book animation material
Final update before cleanup and release.
Fixed the horrible trueSpace crash bug
Emit from vertices or face in order or randomly.
Enable or disable ground collision checkbox
flipbook animation material
inherit velocity - particle initial speed can match the emitter motion
Side note for trueBlue - I changed the UVs for the cards because they were upside down, so this would undo the scale UV by -1 advice from before.
Final update before cleanup and release.
Fixed the horrible trueSpace crash bug
Emit from vertices or face in order or randomly.
Enable or disable ground collision checkbox
flipbook animation material
inherit velocity - particle initial speed can match the emitter motion
Side note for trueBlue - I changed the UVs for the cards because they were upside down, so this would undo the scale UV by -1 advice from before.
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trueBlue
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Re: Workspace Particles
Awesome!
Is this something that would be useful for your flip book images?
Glen Gordon made this Contact Sheet Generator
Is this something that would be useful for your flip book images?
Glen Gordon made this Contact Sheet Generator
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clintonman
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Re: Workspace Particles
Could be, as a tool that's run to generate the flip book image used in the material. The particle system is limited to square image, #rows = #columns.trueBlue wrote: 14 Apr 2020, 02:07 Awesome!
Is this something that would be useful for your flip book images?
Glen Gordon made this Contact Sheet Generator
Contact Sheet Generator.png
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clintonman
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Re: Workspace Particles
left side is reading the Color_shader black value, ignoring the Constant_shader values
trueSpace BUG
This really caused me a lot of trouble. The ConstantTexture node's InputBitmap node has it's usage set to "DIFFUSEMAP". It usually works but when I tried to use it with the flip book constant texture it failed and only read the Color_shader value. Changing the usage to "CONSTANTMAP" fixed the problem.
trueSpace BUG
This really caused me a lot of trouble. The ConstantTexture node's InputBitmap node has it's usage set to "DIFFUSEMAP". It usually works but when I tried to use it with the flip book constant texture it failed and only read the Color_shader value. Changing the usage to "CONSTANTMAP" fixed the problem.
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trueBlue
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Re: Workspace Particles
Is this something I should update or add to in the Updates?
C:\trueSpace761\tS\Rs Main Libraries\Shaders - Constant Shaders
ConstantTexture.RsObj
How do you find the solution by changing it to CONSTANTMAP?
C:\trueSpace761\tS\Rs Main Libraries\Shaders - Constant Shaders
ConstantTexture.RsObj
How do you find the solution by changing it to CONSTANTMAP?
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clintonman
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Re: Workspace Particles
Yes, I think so.trueBlue wrote: 14 Apr 2020, 20:42 Is this something I should update or add to in the Updates?
C:\trueSpace761\tS\Rs Main Libraries\Shaders - Constant Shaders
ConstantTexture.RsObj
How do you find the solution by changing it to CONSTANTMAP?
I found the solution by wild guess. When I tried to make one node containing both the alpha and constant shaders it failed. It was using one bitmap set to "DIFFUSEMAP". I separated into an alpha and constant node and still had trouble til I noticed the unofficial update bitmap had "ALPHAMAP" for it's usage. After that the alpha started working properly and I made the guess of setting the usage for the constant to "CONSTANTMAP" and that solved the last problem. This was several hours of frustration and crashes
I think the alpha just needed to be blank for it's usage to work, but I believe I added the ALPHAMAP usage so the Collada export could see it properly or maybe it was my modified collada export made use of it. The TextureAlpha shader from Caligari has a blank usage.
One more bug I found is that the Saturate node in the Components - Operators library doesn't load. It just errors out. No way to fix that one though.
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clintonman
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Re: Workspace Particles
I just loaded that scene onto a different computer and the problem constant shader with the DIFFUSEMAP usage setting works. Maybe the problem is associated with whatever graphics card is installed. I'm going to double check on the original computer.
Verified, it looks good on the original computer too. So you may want to not change it in the Unofficial Updates. I'm still going to keep the "CONSTANTMAP" usage just in case.
Verified, it looks good on the original computer too. So you may want to not change it in the Unofficial Updates. I'm still going to keep the "CONSTANTMAP" usage just in case.
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trueBlue
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Re: Workspace Particles
Okie Dokie, I'll leave the ConstantTexture as is.
On another note, with the D3D Sequence Material I created, I had to change the DefaultTexCoordShader's TCScaleX and TCScaleY attributes to -1 too. It had the same problem when applied to an unmodified Primitive Plane.
I also tested changing the ConstantTexture's Input Use to CONSTANTMAP which works too.
Maybe the problem has to do with the image format. I have only tested DDS and PNG
On another note, with the D3D Sequence Material I created, I had to change the DefaultTexCoordShader's TCScaleX and TCScaleY attributes to -1 too. It had the same problem when applied to an unmodified Primitive Plane.
I also tested changing the ConstantTexture's Input Use to CONSTANTMAP which works too.
Maybe the problem has to do with the image format. I have only tested DDS and PNG
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trueBlue
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Re: Workspace Particles
With your new Workspace Particle System scenes.
Something seems amiss with Alpha on the Planes. You an use the InputBitmap nodes to share images.
Something seems amiss with Alpha on the Planes. You an use the InputBitmap nodes to share images.
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clintonman
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Re: Workspace Particles
Oops, missed it on that one, thanks.trueBlue wrote: 17 Apr 2020, 23:36 With your new Workspace Particle System scenes.
Something seems amiss with Alpha on the Planes.
TextureAlpha.png
You an use the InputBitmap nodes to share images.
Edit: Uploaded the fixed scene file
Edit: Uploaded smoke scene fix as mentioned in PM
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trueBlue
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Re: Workspace Particles
I found a Saturate.RsObj in the AlphaBlendShader.clintonman wrote: 14 Apr 2020, 21:46Yes, I think so.trueBlue wrote: 14 Apr 2020, 20:42 Is this something I should update or add to in the Updates?
C:\trueSpace761\tS\Rs Main Libraries\Shaders - Constant Shaders
ConstantTexture.RsObj
How do you find the solution by changing it to CONSTANTMAP?
I found the solution by wild guess. When I tried to make one node containing both the alpha and constant shaders it failed. It was using one bitmap set to "DIFFUSEMAP". I separated into an alpha and constant node and still had trouble til I noticed the unofficial update bitmap had "ALPHAMAP" for it's usage. After that the alpha started working properly and I made the guess of setting the usage for the constant to "CONSTANTMAP" and that solved the last problem. This was several hours of frustration and crashes. I'm glad it's over, now I can get back to finishing this thing.
I think the alpha just needed to be blank for it's usage to work, but I believe I added the ALPHAMAP usage so the Collada export could see it properly or maybe it was my modified collada export made use of it. The TextureAlpha shader from Caligari has a blank usage.
One more bug I found is that the Saturate node in the Components - Operators library doesn't load. It just errors out. No way to fix that one though.
Wondering if this could be used in your FlipBooks to get the Alpha, Fade In, Fade Out to work?
The BacteriaAlpha uses the Normal and EyeDir attributes in the Shader Input.
There is also the TextureBumpTransparency compiled material that might be useful.
https://docs.microsoft.com/en-us/window ... a-blending
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clintonman
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trueBlue
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Re: Workspace Particles
Looks like the Flip Books are not compatible with Vray
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clintonman
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Re: Workspace Particles
Nope, it uses custom D3D materials and vray isn't customizable like that.trueBlue wrote: 03 May 2020, 15:28 Looks like the Flip Books are not compatible with Vray![]()
Vray.png










