this video is very nice but I have a problem..I have my own particles in pts format and i want to use that particle and render it like sand or smoke..how can i do that??
I've found that points colored like I show in the tutorial work well as sand. If you want it to look like smoke you can try changing the particle type to cloud and adjusting the particle cloud shader.
Hi! Great Tutorial! Can u help solving this problem: when I Affect the Objects sand_Emitter generates particles without follow the sand_Force :/ Have u some particular settings for that? Thank u so much Thomas
Thomas Bagnoli Do you mean when you add the fluids the particles aren't affected by it? If so, after you make the fluids, go to Window>Relationship Editors>Dynamic Relashonships. On the left side make sure your particle object is selected and on the right, select the fields button at the top and then select any fields you want to affect the particles including Fluids. Let me know if that helps. Thanks for watching!
@ 范家豪 I don't have access to Maya 2017, but in Maya 2018 make sure you are in the FX module >Fields\Solvers>Assign to Selected. Let me know if that helps. Thanks for watching!
Hi! I have try it out and it works. thx! However when I put your code on RGBpp area, I couldn't see my Particle anymore after click Play. I just saw ''smoke'' but not with sand.
Hi A little help here How can i make maya instanced objects repel each other? At creation, the particles a too close together, so when used to instance an object alot of interpenetration happens with that object. And i hate that! How could i solve this?
There are a few ways you could go about this. If you are using nParticles you could adjust the self collision attribute. In the shape node it's in the collisions tab. make sure self collide is on. Then you can turn solver display to self collision thickness and adjust the self collide width scale attribute until it fits your needs. Another technique that might work for both classic and nParicles is to add a radial field. once that field is added to the scene you can select it and the particle and in fields you can select "use selected as source of field". Adjusting the attenuation on that field will help control how much the particles push on each other the closer they get to one another. A high number in attenuation will mean the particles have to be close to each other before they start pushing each other apart. I think the most flexible way with the most predictable results is to use self collision and nParticles, but if you've already built everything with the classic particles the radial field is worth a shot. Let me know if that helps. Thanks for watching!
BogusIndustries yip agreed it's a nice trick. Playing with the attenuation I think will also effect how they repel.. ie slide off one another or bounce off one another. It can give the effect of slipping off one another or bouncing off one another :)
Stephen Rupia There are a few ways you could go about this. If you are using nParticles you could adjust the self collision attribute. In the shape node it's in the collisions tab. make sure self collide is on. Then you can turn solver display to self collision thickness and adjust the self collide width scale attribute until it fits your needs. Another technique that might work for both classic and nParicles is to add a radial field. once that field is added to the scene you can select it and the particle and in fields you can select "use selected as source of field". Adjusting the attenuation on that field will help control how much the particles push on each other the closer they get to one another. A high number in attenuation will mean the particles have to be close to each other before they start pushing each other apart. I think the most flexible way with the most predictable results is to use self collision and nParticles, but if you've already built everything with the classic particles the radial field is worth a shot. Let me know if that helps. Thanks for watching!
Hello, brilliant tutorial. I am doing doing a similar project where I want fluids to push nparticles. However, I've encountered an odd problem: the particles only move when I turn the fluid off (as a layer), and when I turn the layer on, the nparticles freeze. Re: Nevermind I turned down the base resolution of the fluid and it fixed the lag.
Thank you for this tutorial, I like the movement here. Is there is an easier less expression led way of adding pp rgb to particles. How about using the sand texture in the emitter attributes under inherit color?
The fastest way would probably be to use nParticles and set the color on the color ramp under the shading tab on the nParticle shape. If you're using classic particles plugging a texture into the emitter is worth a shot. Let me know if that works. Hope that helps and thanks for watching!
+Kevin Durling Thanks for the comment! Unfortunately, life is getting in the way of doing tutorials lately. Hopefully soon life will settle down and maybe I can even get a computer at home that can handle this kind of stuff. Till then I'll put your request on my list of tutorials to do and hopefully it comes out soon. Thanks for watching!
I get an error whenever I try and press "create" // Error: }, // // Error: Syntax error // // Error: rgbPP = $colors[$color_choice]; // // Error: Array index expression type must be integer. //
Joshua Taboso Can you post your entire expression? Without seeing the entire thing my first guess is that the comma after the curly bracket should be a semi colon instead. There is also a link in the description that will bring you to the entire expression if you want to copy and paste or compare your expression to. Expressions are tricky and can break if even one this is spelled wrong or misplaced.
This was made in maya 2011 with a single emitter, so there are no emitters to collide with each other. If you mean how did I get the fluids to interact with the particles, you are correct. Select the fluid then the particle and then fields > affect selected.
Do you mean have an object turn into sand? One way to try that is to use particle goals. You can emit from an object and also have that be a goal object for your particles which will cause the particles to stick to the surface of that object. You can use goalPP to control when and how much each particle is attracted to that surface. For example, particles no longer stick to the surface after 10 seconds. The drawback to this using sand or other tiny particles is you'll need A LOT of particles to cover the surface completely. Let me know if that works and thanks for watching!
Great! tut, but having problems creating the expression... won't create it ghosted out
this video is very nice but I have a problem..I have my own particles in pts format and i want to use that particle and render it like sand or smoke..how can i do that??
I've found that points colored like I show in the tutorial work well as sand. If you want it to look like smoke you can try changing the particle type to cloud and adjusting the particle cloud shader.
I have confussions understanding particle expressions ?? can you give a tutorial which explains particle expressions from scratch
I think that would be an excellent tutorial. Do your have anything specific you'd like me to cover or just explain everything?
just explain everything
Hi! Great Tutorial!
Can u help solving this problem: when I Affect the Objects sand_Emitter generates particles without follow the sand_Force :/
Have u some particular settings for that?
Thank u so much
Thomas
Thomas Bagnoli Do you mean when you add the fluids the particles aren't affected by it? If so, after you make the fluids, go to Window>Relationship Editors>Dynamic Relashonships. On the left side make sure your particle object is selected and on the right, select the fields button at the top and then select any fields you want to affect the particles including Fluids. Let me know if that helps. Thanks for watching!
hi, question, where is Effect Selected Object(s) in Maya 2017? 2:47
范家豪 let me check on that....
Thank you spend time on my question!!
@
范家豪 I don't have access to Maya 2017, but in Maya 2018 make sure you are in the FX module >Fields\Solvers>Assign to Selected. Let me know if that helps. Thanks for watching!
thank you! I will let you know later!
Hi! I have try it out and it works. thx! However when I put your code on RGBpp area, I couldn't see my Particle anymore after click Play. I just saw ''smoke'' but not with sand.
Hi
A little help here
How can i make maya instanced objects repel each other?
At creation, the particles a too close together, so when used to instance an object
alot of interpenetration happens with that object. And i hate that!
How could i solve this?
There are a few ways you could go about this. If you are using nParticles you could adjust the self collision attribute. In the shape node it's in the collisions tab. make sure self collide is on. Then you can turn solver display to self collision thickness and adjust the self collide width scale attribute until it fits your needs. Another technique that might work for both classic and nParicles is to add a radial field. once that field is added to the scene you can select it and the particle and in fields you can select "use selected as source of field". Adjusting the attenuation on that field will help control how much the particles push on each other the closer they get to one another. A high number in attenuation will mean the particles have to be close to each other before they start pushing each other apart. I think the most flexible way with the most predictable results is to use self collision and nParticles, but if you've already built everything with the classic particles the radial field is worth a shot. Let me know if that helps. Thanks for watching!
BogusIndustries yip agreed it's a nice trick. Playing with the attenuation I think will also effect how they repel.. ie slide off one another or bounce off one another. It can give the effect of slipping off one another or bouncing off one another :)
Stephen Rupia There are a few ways you could go about this. If you are using nParticles you could adjust the self collision attribute. In the shape node it's in the collisions tab. make sure self collide is on. Then you can turn solver display to self collision thickness and adjust the self collide width scale attribute until it fits your needs. Another technique that might work for both classic and nParicles is to add a radial field. once that field is added to the scene you can select it and the particle and in fields you can select "use selected as source of field". Adjusting the attenuation on that field will help control how much the particles push on each other the closer they get to one another. A high number in attenuation will mean the particles have to be close to each other before they start pushing each other apart. I think the most flexible way with the most predictable results is to use self collision and nParticles, but if you've already built everything with the classic particles the radial field is worth a shot. Let me know if that helps. Thanks for watching!
Hello, brilliant tutorial.
I am doing doing a similar project where I want fluids to push nparticles. However, I've encountered an odd problem: the particles only move when I turn the fluid off (as a layer), and when I turn the layer on, the nparticles freeze.
Re: Nevermind I turned down the base resolution of the fluid and it fixed the lag.
WormulonDCP that is really weird. Maya is full of all sorts of uncool surprises. Thanks for watching and glad you figure it out!
Thank you for this tutorial, I like the movement here. Is there is an easier less expression led way of adding pp rgb to particles. How about using the sand texture in the emitter attributes under inherit color?
The fastest way would probably be to use nParticles and set the color on the color ramp under the shading tab on the nParticle shape. If you're using classic particles plugging a texture into the emitter is worth a shot. Let me know if that works. Hope that helps and thanks for watching!
Hey : ) great work ! But I can't see the expression you have taped...can you show me ? thanks a lot!!
I can't open the link ...
I can't open the link ...
I find the link from your blog!! thanks again : )
+Tianze Song Glad you found it! The link in the description didn't work? What internet browser are you using?
Hi, very nice tutorial!
could you tell me how did you render this? Mentalray? Maya?
Thanks!
Yes, I used Maya's Mental Ray engine. Thanks for watching!
Hi. great piease of work,, could we have a video of particals to object,, ie: sand to a head perhaps sounds cool
kevin
+Kevin Durling Thanks for the comment! Unfortunately, life is getting in the way of doing tutorials lately. Hopefully soon life will settle down and maybe I can even get a computer at home that can handle this kind of stuff. Till then I'll put your request on my list of tutorials to do and hopefully it comes out soon. Thanks for watching!
after trying it a few times, it worked
I get an error whenever I try and press "create"
// Error: }, //
// Error: Syntax error //
// Error: rgbPP = $colors[$color_choice]; //
// Error: Array index expression type must be integer. //
Joshua Taboso Can you post your entire expression? Without seeing the entire thing my first guess is that the comma after the curly bracket should be a semi colon instead. There is also a link in the description that will bring you to the entire expression if you want to copy and paste or compare your expression to. Expressions are tricky and can break if even one this is spelled wrong or misplaced.
Nevermind! I got it to work by Copy-pasting the one in your link. Strange though since it's the exact same thing but I just wanted to type it myself.
Glad it worked!
really, really cool. Thanks guys.
how do u render the particles in arnold
hamid sketch I haven't tried to render in Arnold yet. Sounds like a new tutorial I'll have to make. Sorry I don't have an answer for you right now.
hi, could you please tell me how did you make emitters collide with each other,i assume you are using maya 2017
fields--> affect selcetd in this video
This was made in maya 2011 with a single emitter, so there are no emitters to collide with each other. If you mean how did I get the fluids to interact with the particles, you are correct. Select the fluid then the particle and then fields > affect selected.
how i can do object to sand?
Do you mean have an object turn into sand? One way to try that is to use particle goals. You can emit from an object and also have that be a goal object for your particles which will cause the particles to stick to the surface of that object. You can use goalPP to control when and how much each particle is attracted to that surface. For example, particles no longer stick to the surface after 10 seconds. The drawback to this using sand or other tiny particles is you'll need A LOT of particles to cover the surface completely. Let me know if that works and thanks for watching!
ill try it thanks man
nice tut.
Thanks a lot.. #radhaviraniandkrutika, #krutikaworld
NO!!
tks man
Thanks for watching!
Your busy clicking things but you don't even tell us what you are clicking.
Which part specifically am I losing you? I try to say what menus I'm in but if I missed some I'll try to correct it.