Hi Simon! How to make the size of the distributed objects depend on the area of the main object? For example: I have an abstract object, in the center it has the shape of, say, a sphere, from which outgrowths that taper at the ends. It turns out that the distributed objects should be larger in the center, and small at the ends. Which operator can do this and after which operator should it be located? Thank you very much!
That's an interesting question. If the polygons of the object have a smaller area where particles should be smaller then there might be a way. Please note that if you turn on "scale" on the object bind operators the particles will scale up or down with the polygons - so as a quick hack you might start with an evenly dense source object and morph it to the final object, particles scale should follow. I'll do some tests tho'. Cheers
Hi! Could you please give me some hints on how to model the irregular scatter shapes? Are you building these shapes upon a prism onject? Thank you so much!
actually since I scaled them uniformly I could've picked even a float (scale magnitude, for example), no need for the vector - but since maybe someone could've decided to scale non uniformly I decided for vector. You can use TM scale as well, but I believe that's one more row in the TM that we don't need in this case (the translation row) - it's just more data for nothing. A nice explanation of TM in max here: paulneale.com/transform-matrix/
I Posted the animation in the Tyflow group hoping someone could show how to do it , here it is very nicely done and explained !! Thank you !!!
A perfect tutorial Simon
Brilliant! Lots of great guidance and explanation.
Great tutorial really appreciate these in depth ones. I think in the original animation they wobble rotation but not position though.
looks like they wobble on surface to me, at the beginning of the tut I show the original anim - but maybe I'm not seeing it :D
Thank you so much for this great tutorial. So much to learn from it even outside of just this end result.
Thanks! :)
Thank you 🙏🏻
Wow! Thank you!
this is an amazing tutorial 😍✌️
tnx a lot
Awesome tutorial! this will be so useful! Thank you 👍
Hi Simon!
How to make the size of the distributed objects depend on the area of the main object?
For example: I have an abstract object, in the center it has the shape of, say, a sphere, from which outgrowths that taper at the ends.
It turns out that the distributed objects should be larger in the center, and small at the ends.
Which operator can do this and after which operator should it be located?
Thank you very much!
That's an interesting question. If the polygons of the object have a smaller area where particles should be smaller then there might be a way.
Please note that if you turn on "scale" on the object bind operators the particles will scale up or down with the polygons - so as a quick hack you might start with an evenly dense source object and morph it to the final object, particles scale should follow.
I'll do some tests tho'. Cheers
@@SimoneNastasiVFX Thank you Simon!
Incredable!
Great!
i have a question i did the tutorial by step but then when i select my shape it does not appear in my render
either cache the sim or add mesh operator to each event you want to render
Hi! Could you please give me some hints on how to model the irregular scatter shapes? Are you building these shapes upon a prism onject? Thank you so much!
I used an old, free script called "debris maker" iirc
@@SimoneNastasiVFX Thank you so much!
Vecor and TM both have scale and position. Why do you choose vector for scale and TM for position? What is the difference between vector and TM?
actually since I scaled them uniformly I could've picked even a float (scale magnitude, for example), no need for the vector - but since maybe someone could've decided to scale non uniformly I decided for vector.
You can use TM scale as well, but I believe that's one more row in the TM that we don't need in this case (the translation row) - it's just more data for nothing.
A nice explanation of TM in max here: paulneale.com/transform-matrix/
@@SimoneNastasiVFX thank you
I don't know I'm doing wrongly, but after the third event, shows nothing. I did it once again and it's still the same. ;(
Come to the tyflow fb group, show the flow etc.
@@SimoneNastasiVFX thanks bro. I found few groups, which one is right? Send me a link please. :)
@@DylanPeruzzo facebook.com/groups/tyflow
@@SimoneNastasiVFX I will share there...thanks a lot.
wow!!!