seen from United States

seen from Sweden

seen from United States
seen from Türkiye

seen from Malaysia

seen from United States
seen from United States

seen from United States

seen from Czechia

seen from Iraq
seen from Germany

seen from Sweden
seen from Israel
seen from Czechia
seen from Russia
seen from United States
seen from Czechia

seen from Russia

seen from United Kingdom
seen from Finland
How to do Color Mixing in VDB Drop 8 (thinkingParticles)
New Post has been published on https://socialpress2.newonline.help/2021/03/02/how-to-do-color-mixing-in-vdb-drop-8-thinkingparticles/
How to do Color Mixing in VDB Drop 8 (thinkingParticles)
Mission: Four color fluids colliding with sprays of liquid particles and authentic, physically-correct color mixing.
Keywords: color diffusion effects such as color bleeding effects, color mixing, temperature mixing, diffusion within volume (available in FlowSolver since thinkingParticles 6.7. Please watch videos @ https://vimeo.com/showcase/4970668)
** Please Follow as this cebas channel will be the only one for future tutorial alerts. Thanks **
In this scene, we will teach you how to use thinkingParticles Drop 8 Open VDB operators to create fluid particles colliding in 3dsmax real time, no gravity.
DYNAMIC SETUPS – ObjectToParticle : Four emitters (for 4 color fluids) and point helpers for the coordinates. Each E,itter to PGroup 1,2,3 and 4 respectively.
– 4 Color Streams Emitter #1, 2, 3 and 4 as shown. Emittter particles o/p to Flow Emitter / particles and Flow Emitter/ birth particles o/p to Data Channel / particle color (stores color from Helper Color).
– Set your parameters / values such as diameter of fluid stream, amount of particles desired etc. – helper Color (select color) i/p. use Subgroup Mix: Group 1,2,3,4. So each particle can stream its own color. – Helper Float value o/p to all 4 Flow Emitter / Raster Size ( how many particles we want emitted within a certain area)
** Remember that unlike the PositionBorn operator, the Flow Emitter is more efficient in maintaining flow density or particles density over time/space, because every time a particle is away at a certain distance from emitter, another new particle is born. PositionBorn is not able to do this.**
-TimeInterval o/p to only Flow Emitter # 3 and 4 so the fluids will stream out only after a time interval from fluids # 1 and 2. In this scene FX, we want fluid stream 1 and 2 to flow out and collide first, followed by stream 3 and 4 to collide next.
– PositionBorn: create a field of particles with PistolShot. Thsi field will store the Open VDB volume grid.
** Cebas is the only market V/FX software that has uniquely integrated Open VDB in thinkingParticles that is particle-based so that every single particle can hold its own volume grid data. So, there is no entity that holds all the scene volume data (like most other applications). Particles can share the same name because the particles ID is the differentiator here. **
– Mix o/p Particle Age to Particle Die: set Die in Time: 120 frames (est. after the 100th particle) – make sure newly born particlesget the 120 frames die time/
FLOW OPERATOR – if off the ‘flow’ no physical fluid effects and the particles will not collide but as shown now, penetrate into each other. – activate the FlowGroup – FlowSolver turns the particles to a fluid system and create the authentic looking effects of fluid surface tension and droplets. – play scene – now you can see the fluid behavior at work.
OPEN VDB – to mix color and get an authentic color mixture and diffusion effects at collision. – Open VDB handles the name and type of volume grids and contains them for accessibility.
Initiator VDB – creates the volume grid (meaning fill data into volume grids) options here we use Source Open VDb – Grid PGrp: Color. – Weight : Build Average. By selecting this, Instruction is to grab the info from all named voxels and to average out the color info. – this causes the effects of color interpolation and diffusion. – Update to subsamples and re-evaluates with every new particles. – voxel size : define coarse/ refine. We set the initial Cell Mode to ‘None’ because there is no ‘container’ in the beginning so that volume is defined by the info we pull in later. – Initiator o/p color field to InputFromVDB / Mix PGrp: CH0: color (data channel created earlier for the particle group). – if no voxel / grid cells, the setup will auto-generate one for you so that is the beauty of using Open VDB. Parameter Voxel Edit: create non-existing – Scatte: extrapolate – GetNamedVDB o/p OutputToVDB:
GetNamedVDB – when particles places a color into the volume grid, we want to read it out for the next particle to take on the new color so that the color mixing over time will eventually include all the color mixture and values. – OutputToVDB: reverse of the input – places the color info after mixing back into the particles. – Transmission: control how color spreads into volume grid. Parameter Voxel Edit: Active only.
SHOW VDB – viewport set to ‘none’. PGroup: Field. Grid: color. – play scene : as we have Off the viewport and particles are invisible on ShowVDb what we see here is the Volume Grid. ** you can play with how fine you want the volume grid to be. But you cannot have a volume grid that is finer than the amount of particles as that won’t work. If you make the grid too fine, errors may occur as no captured particles at all. ** Likes: 0 Viewed: source
How to do Color Mixing in VDB Drop 8 (thinkingParticles)
New Post has been published on https://hollywood.newonline.help/2021/02/28/how-to-do-color-mixing-in-vdb-drop-8-thinkingparticles/
How to do Color Mixing in VDB Drop 8 (thinkingParticles)
Mission: Four color fluids colliding with sprays of liquid particles and authentic, physically-correct color mixing.
Keywords: color diffusion effects such as color bleeding effects, color mixing, temperature mixing, diffusion within volume (available in FlowSolver since thinkingParticles 6.7. Please watch videos @ https://vimeo.com/showcase/4970668)
** Please Follow as this cebas channel will be the only one for future tutorial alerts. Thanks **
In this scene, we will teach you how to use thinkingParticles Drop 8 Open VDB operators to create fluid particles colliding in 3dsmax real time, no gravity.
DYNAMIC SETUPS – ObjectToParticle : Four emitters (for 4 color fluids) and point helpers for the coordinates. Each E,itter to PGroup 1,2,3 and 4 respectively.
– 4 Color Streams Emitter #1, 2, 3 and 4 as shown. Emittter particles o/p to Flow Emitter / particles and Flow Emitter/ birth particles o/p to Data Channel / particle color (stores color from Helper Color).
– Set your parameters / values such as diameter of fluid stream, amount of particles desired etc. – helper Color (select color) i/p. use Subgroup Mix: Group 1,2,3,4. So each particle can stream its own color. – Helper Float value o/p to all 4 Flow Emitter / Raster Size ( how many particles we want emitted within a certain area)
** Remember that unlike the PositionBorn operator, the Flow Emitter is more efficient in maintaining flow density or particles density over time/space, because every time a particle is away at a certain distance from emitter, another new particle is born. PositionBorn is not able to do this.**
-TimeInterval o/p to only Flow Emitter # 3 and 4 so the fluids will stream out only after a time interval from fluids # 1 and 2. In this scene FX, we want fluid stream 1 and 2 to flow out and collide first, followed by stream 3 and 4 to collide next.
– PositionBorn: create a field of particles with PistolShot. Thsi field will store the Open VDB volume grid.
** Cebas is the only market V/FX software that has uniquely integrated Open VDB in thinkingParticles that is particle-based so that every single particle can hold its own volume grid data. So, there is no entity that holds all the scene volume data (like most other applications). Particles can share the same name because the particles ID is the differentiator here. **
– Mix o/p Particle Age to Particle Die: set Die in Time: 120 frames (est. after the 100th particle) – make sure newly born particlesget the 120 frames die time/
FLOW OPERATOR – if off the ‘flow’ no physical fluid effects and the particles will not collide but as shown now, penetrate into each other. – activate the FlowGroup – FlowSolver turns the particles to a fluid system and create the authentic looking effects of fluid surface tension and droplets. – play scene – now you can see the fluid behavior at work.
OPEN VDB – to mix color and get an authentic color mixture and diffusion effects at collision. – Open VDB handles the name and type of volume grids and contains them for accessibility.
Initiator VDB – creates the volume grid (meaning fill data into volume grids) options here we use Source Open VDb – Grid PGrp: Color. – Weight : Build Average. By selecting this, Instruction is to grab the info from all named voxels and to average out the color info. – this causes the effects of color interpolation and diffusion. – Update to subsamples and re-evaluates with every new particles. – voxel size : define coarse/ refine. We set the initial Cell Mode to ‘None’ because there is no ‘container’ in the beginning so that volume is defined by the info we pull in later. – Initiator o/p color field to InputFromVDB / Mix PGrp: CH0: color (data channel created earlier for the particle group). – if no voxel / grid cells, the setup will auto-generate one for you so that is the beauty of using Open VDB. Parameter Voxel Edit: create non-existing – Scatte: extrapolate – GetNamedVDB o/p OutputToVDB:
GetNamedVDB – when particles places a color into the volume grid, we want to read it out for the next particle to take on the new color so that the color mixing over time will eventually include all the color mixture and values. – OutputToVDB: reverse of the input – places the color info after mixing back into the particles. – Transmission: control how color spreads into volume grid. Parameter Voxel Edit: Active only.
SHOW VDB – viewport set to ‘none’. PGroup: Field. Grid: color. – play scene : as we have Off the viewport and particles are invisible on ShowVDb what we see here is the Volume Grid. ** you can play with how fine you want the volume grid to be. But you cannot have a volume grid that is finer than the amount of particles as that won’t work. If you make the grid too fine, errors may occur as no captured particles at all. ** Likes: 0 Viewed: source
How to create a Wet-Map in thinkingParticles
New Post has been published on https://socialpress2.newonline.help/2021/02/28/how-to-create-a-wet-map-in-thinkingparticles/
How to create a Wet-Map in thinkingParticles
Welcome to cebas official Vimeo channel. Please click Follow for ongoing, amazing V/FX tutorials, effects reels and Videos!
Edwin Braun made this quick 9 mins tutorial that can be used by anyone on thinkingParticles, version 1 to latest 6, to create/ animate a 2D (UV) wet map simulation.
The tutorial uses a simple ‘box’, dummy object (particle emitter), 3dsMax camera and lights. If you’re new to ‘WetMaps’, they are basically animated TextMaps. So, what you need to start is/are a multi/sub-object material / Edit poly.
In this tutorial, the Wet Map will be created to animate the interior/inside of the box, and not outlying.
Edwin uses a 2D material ID that is ID #1 inside of box (so no overlapping UV as you can see. Unique, clean UV unwrap – achievable with your standard 3ds max functionality)
From the Max menu, Modifier list, select Unwrap UVW (flatten the object UV) ..
FX SCENE – THINKING PARTICLES – refer video, shows a particle emitter that is the spout of liquid shooting around the box interior and pooling on the box floor.
ORGANIZE SCENE Material ID #1 = Wet Map. Call up thinkingParticles / dynamic set – Properties button.
Select ObjtoParticle (store this in the Master System under Emitter group). Note: controls Flow Emitter such as alignment and scale parameters, and other aspect of simulation.
(NOTE: for this tutorial case example, Edwin uses Flow feature which is only available for tP 6, however, as the WetMap feature is a hidden gem from tP 1.0, you can use other particle emitter available to you to create with WetMap and not Flow Group).
– Add ‘Forces’ – gravity for fluid sim (Dynamic Setup)
_ Collision Map is used here as the WetMap generator
— From the max menu, go to ‘Create’, select Tools and CollisionMap as ‘group’ (fluids in this case, you can name yours as appropriate) for WetMap generator.
– Specify which object to collide with. Save as file type: .mov
– Parameter; tweak with Scan Depth and Size of texture map depending on what you want.
— TURN ON WetMap mode (decide if you want to create a ‘Fade In and/or Fade Out time). Note: low time values means a faster fade.
— ** Keep in mind that proper UV coordinates are very important (as this is 2D, there is no ‘W’ coordinates).
— WetMap does the magic for your simulation.
— Now playback the WetMap and you will see a nice, fade-out effects; clean particles, no overlaps as shown.
— Viewport playback rendering shows the nice results of fluid particles hitting the box interior and drying off / fade-out. Simple and quick to do with thinkingParticles WetMap feature, fully automatic.
— to remove fade-out, key in a higher value for Fade Out Fr. (under Wetmap mode).
NOTE: the WetMap for this tutorial is assigned to the Diffuse Channel. And you can manage the colors of the WetMap. Edwin has made it simple for illustration with two color in this simulation.
Remember to check out our Drop 6 videos on this Channel. Visit http://www.cebas.com/thinkingParticles
====================================================== Remember to Subscribe and never miss a beat with cebas !
cebas Visual Technology major flagship software for 3dsmax/3dMax includes 2017 major release finalRender trueHybrid (TM), thinkingParticles, finalToon and PSD-Manager.
thinkingParticles drives critical VFX (visual effects) scenes in major motion pictures, television series, games cinematic and commercial marketing projects. Upcoming film FX with thinkingParticles includes ScanlineVFX’s Geostorm, MEG, Justice League and recent release, Guardians of the Galaxy 2.
TV series visual effects, to name a few: EncorVFX DC Comics: Black Lightning, Flash, Luke Cage, Legends of Tomorrow. And some episodes of Game of Thrones, Shannara Chronicles, Constantine etc.
TP is used in major game titles including Ubisoft’s “For Honor”, “Assassin’s Creed”, “The Division”, “The Crew”…; Infinity Ward’s “Call of Duty”; Respawn’s “Titanfall”; Riot Games’ “League of Legends”; CD Projekt Red’s “The Witcher 2” movie intro; and many others.
≈ check in http://www.cebas.com for more info. Email [email protected]
Come join our big Cebas Community: Get inspired – check in with the creative community at cebas fb pages and scoop for ideas: facebook.com/cebasVT/ (thinkingParticles & VFX) facebook.com/rendersoftware (finalRender & PSD-Manager)
Visit the Videomappers at FB https://www.facebook.com/videomappers/
Groups: facebook.com/groups/thinkingparticles/ facebook.com/groups/finalToon/
Visualize your work at cebasVT Youtube channel youtube.com/user/cebasVT
You can also find cebas on Google+, Twitter, CGSociety and LinkedIn.
PROUDLY SPONSORED BY CEBAS VISUAL TECHNOLOGY http://www.cebas.com Likes: 15 Viewed: source
How to do Color Mixing in VDB Drop 8 (thinkingParticles)
New Post has been published on https://viralwizard.newonline.help/2021/02/19/how-to-do-color-mixing-in-vdb-drop-8-thinkingparticles/
How to do Color Mixing in VDB Drop 8 (thinkingParticles)
Mission: Four color fluids colliding with sprays of liquid particles and authentic, physically-correct color mixing.
Keywords: color diffusion effects such as color bleeding effects, color mixing, temperature mixing, diffusion within volume (available in FlowSolver since thinkingParticles 6.7. Please watch videos @ https://vimeo.com/showcase/4970668)
** Please Follow as this cebas channel will be the only one for future tutorial alerts. Thanks **
In this scene, we will teach you how to use thinkingParticles Drop 8 Open VDB operators to create fluid particles colliding in 3dsmax real time, no gravity.
DYNAMIC SETUPS – ObjectToParticle : Four emitters (for 4 color fluids) and point helpers for the coordinates. Each E,itter to PGroup 1,2,3 and 4 respectively.
– 4 Color Streams Emitter #1, 2, 3 and 4 as shown. Emittter particles o/p to Flow Emitter / particles and Flow Emitter/ birth particles o/p to Data Channel / particle color (stores color from Helper Color).
– Set your parameters / values such as diameter of fluid stream, amount of particles desired etc. – helper Color (select color) i/p. use Subgroup Mix: Group 1,2,3,4. So each particle can stream its own color. – Helper Float value o/p to all 4 Flow Emitter / Raster Size ( how many particles we want emitted within a certain area)
** Remember that unlike the PositionBorn operator, the Flow Emitter is more efficient in maintaining flow density or particles density over time/space, because every time a particle is away at a certain distance from emitter, another new particle is born. PositionBorn is not able to do this.**
-TimeInterval o/p to only Flow Emitter # 3 and 4 so the fluids will stream out only after a time interval from fluids # 1 and 2. In this scene FX, we want fluid stream 1 and 2 to flow out and collide first, followed by stream 3 and 4 to collide next.
– PositionBorn: create a field of particles with PistolShot. Thsi field will store the Open VDB volume grid.
** Cebas is the only market V/FX software that has uniquely integrated Open VDB in thinkingParticles that is particle-based so that every single particle can hold its own volume grid data. So, there is no entity that holds all the scene volume data (like most other applications). Particles can share the same name because the particles ID is the differentiator here. **
– Mix o/p Particle Age to Particle Die: set Die in Time: 120 frames (est. after the 100th particle) – make sure newly born particlesget the 120 frames die time/
FLOW OPERATOR – if off the ‘flow’ no physical fluid effects and the particles will not collide but as shown now, penetrate into each other. – activate the FlowGroup – FlowSolver turns the particles to a fluid system and create the authentic looking effects of fluid surface tension and droplets. – play scene – now you can see the fluid behavior at work.
OPEN VDB – to mix color and get an authentic color mixture and diffusion effects at collision. – Open VDB handles the name and type of volume grids and contains them for accessibility.
Initiator VDB – creates the volume grid (meaning fill data into volume grids) options here we use Source Open VDb – Grid PGrp: Color. – Weight : Build Average. By selecting this, Instruction is to grab the info from all named voxels and to average out the color info. – this causes the effects of color interpolation and diffusion. – Update to subsamples and re-evaluates with every new particles. – voxel size : define coarse/ refine. We set the initial Cell Mode to ‘None’ because there is no ‘container’ in the beginning so that volume is defined by the info we pull in later. – Initiator o/p color field to InputFromVDB / Mix PGrp: CH0: color (data channel created earlier for the particle group). – if no voxel / grid cells, the setup will auto-generate one for you so that is the beauty of using Open VDB. Parameter Voxel Edit: create non-existing – Scatte: extrapolate – GetNamedVDB o/p OutputToVDB:
GetNamedVDB – when particles places a color into the volume grid, we want to read it out for the next particle to take on the new color so that the color mixing over time will eventually include all the color mixture and values. – OutputToVDB: reverse of the input – places the color info after mixing back into the particles. – Transmission: control how color spreads into volume grid. Parameter Voxel Edit: Active only.
SHOW VDB – viewport set to ‘none’. PGroup: Field. Grid: color. – play scene : as we have Off the viewport and particles are invisible on ShowVDb what we see here is the Volume Grid. ** you can play with how fine you want the volume grid to be. But you cannot have a volume grid that is finer than the amount of particles as that won’t work. If you make the grid too fine, errors may occur as no captured particles at all. ** Likes: 0 Viewed: source
How to create a Wet-Map in thinkingParticles
New Post has been published on https://viralwizard.newonline.help/2021/02/17/how-to-create-a-wet-map-in-thinkingparticles/
How to create a Wet-Map in thinkingParticles
Welcome to cebas official Vimeo channel. Please click Follow for ongoing, amazing V/FX tutorials, effects reels and Videos!
Edwin Braun made this quick 9 mins tutorial that can be used by anyone on thinkingParticles, version 1 to latest 6, to create/ animate a 2D (UV) wet map simulation.
The tutorial uses a simple ‘box’, dummy object (particle emitter), 3dsMax camera and lights. If you’re new to ‘WetMaps’, they are basically animated TextMaps. So, what you need to start is/are a multi/sub-object material / Edit poly.
In this tutorial, the Wet Map will be created to animate the interior/inside of the box, and not outlying.
Edwin uses a 2D material ID that is ID #1 inside of box (so no overlapping UV as you can see. Unique, clean UV unwrap – achievable with your standard 3ds max functionality)
From the Max menu, Modifier list, select Unwrap UVW (flatten the object UV) ..
FX SCENE – THINKING PARTICLES – refer video, shows a particle emitter that is the spout of liquid shooting around the box interior and pooling on the box floor.
ORGANIZE SCENE Material ID #1 = Wet Map. Call up thinkingParticles / dynamic set – Properties button.
Select ObjtoParticle (store this in the Master System under Emitter group). Note: controls Flow Emitter such as alignment and scale parameters, and other aspect of simulation.
(NOTE: for this tutorial case example, Edwin uses Flow feature which is only available for tP 6, however, as the WetMap feature is a hidden gem from tP 1.0, you can use other particle emitter available to you to create with WetMap and not Flow Group).
– Add ‘Forces’ – gravity for fluid sim (Dynamic Setup)
_ Collision Map is used here as the WetMap generator
— From the max menu, go to ‘Create’, select Tools and CollisionMap as ‘group’ (fluids in this case, you can name yours as appropriate) for WetMap generator.
– Specify which object to collide with. Save as file type: .mov
– Parameter; tweak with Scan Depth and Size of texture map depending on what you want.
— TURN ON WetMap mode (decide if you want to create a ‘Fade In and/or Fade Out time). Note: low time values means a faster fade.
— ** Keep in mind that proper UV coordinates are very important (as this is 2D, there is no ‘W’ coordinates).
— WetMap does the magic for your simulation.
— Now playback the WetMap and you will see a nice, fade-out effects; clean particles, no overlaps as shown.
— Viewport playback rendering shows the nice results of fluid particles hitting the box interior and drying off / fade-out. Simple and quick to do with thinkingParticles WetMap feature, fully automatic.
— to remove fade-out, key in a higher value for Fade Out Fr. (under Wetmap mode).
NOTE: the WetMap for this tutorial is assigned to the Diffuse Channel. And you can manage the colors of the WetMap. Edwin has made it simple for illustration with two color in this simulation.
Remember to check out our Drop 6 videos on this Channel. Visit http://www.cebas.com/thinkingParticles
====================================================== Remember to Subscribe and never miss a beat with cebas !
cebas Visual Technology major flagship software for 3dsmax/3dMax includes 2017 major release finalRender trueHybrid (TM), thinkingParticles, finalToon and PSD-Manager.
thinkingParticles drives critical VFX (visual effects) scenes in major motion pictures, television series, games cinematic and commercial marketing projects. Upcoming film FX with thinkingParticles includes ScanlineVFX’s Geostorm, MEG, Justice League and recent release, Guardians of the Galaxy 2.
TV series visual effects, to name a few: EncorVFX DC Comics: Black Lightning, Flash, Luke Cage, Legends of Tomorrow. And some episodes of Game of Thrones, Shannara Chronicles, Constantine etc.
TP is used in major game titles including Ubisoft’s “For Honor”, “Assassin’s Creed”, “The Division”, “The Crew”…; Infinity Ward’s “Call of Duty”; Respawn’s “Titanfall”; Riot Games’ “League of Legends”; CD Projekt Red’s “The Witcher 2” movie intro; and many others.
≈ check in http://www.cebas.com for more info. Email [email protected]
Come join our big Cebas Community: Get inspired – check in with the creative community at cebas fb pages and scoop for ideas: facebook.com/cebasVT/ (thinkingParticles & VFX) facebook.com/rendersoftware (finalRender & PSD-Manager)
Visit the Videomappers at FB https://www.facebook.com/videomappers/
Groups: facebook.com/groups/thinkingparticles/ facebook.com/groups/finalToon/
Visualize your work at cebasVT Youtube channel youtube.com/user/cebasVT
You can also find cebas on Google+, Twitter, CGSociety and LinkedIn.
PROUDLY SPONSORED BY CEBAS VISUAL TECHNOLOGY http://www.cebas.com Likes: 15 Viewed: source
Моделирование шоколада с Phoenix FD
Джесси Питела(Jesse Pitela) недавно опубликовал несколько учебных пособий по использованию Phoenix FD и Thinking Particles для симуляции шоколада, разбрызганного на различные десерты.
Не рекомендуется для тех, кто пытается придерживаться диеты! Шоколад на клубнике | Шоколад на мороженое часть 1 и часть 2 | Шоколад на торте.
Многие другие руководства по симуляции доступны на канале Джесси на Youtube.
(function(w, d, n, s, t) w[n] = w[n] )(this, this.document, "yandexContextAsyncCallbacks");
https://is.gd/fEiHYM
Dynamics Reel - Will Wallace