Posted: Fri Feb 13, 2004 11:36 am
Joined: 20 Oct 2003
Posts: 102
hi,
Hopefully this will work: I've never tried publishing a compiled version, so I'm not sure whether or not anyone else will be able to run this!
But anyway: I've been playing with particle deflection and if anyone's interested, here's a tuhopuu with the current code:
http://reblended.com/www/leon/thp_pdef.zip
You will need to unzip into a folder containing all the usual files, so make a copy of your tuhopuu folder, then overwrite the .exe with the file in the zip. If you're on another platform and can compile and patch yourself, there's a patch file
here.
I've added another panel "Particle interaction" to the edit buttons for meshes, which can be seen when you are in object mode. It has two buttons: an on/off for particle deflection, and a slider for "surface damping" which controls how high particles bounce when they hit the surface (around 0.5 - 0.6 gives nice results depending on the angle the particle hits).
Any particles which hit the mesh should be deflected: but there's plenty still to do, so things don't work perfectly by any means! In particular....
- It really only works well for large squarish planes so far, and even then particles sometimes leak through. Animated surfaces will not work yet...
- Particles leak especially badly at joins between objects / faces....
- The surface normal is important: if particles don't deflect as expected, try flipping the normals of the face.
- You need to set the "particle keys" as high as possible (32) to get good results (and keep the particle life as low as possible)
- If you move the deflector or change the surface damping, you will need to hit "recalc all" in the particle effect.
- Try something simple first - like particles falling on a large plane. Experimentation is needed to get things working nicely!!!
Cheers
Leon
Posted: Fri Feb 13, 2004 12:47 pm
Joined: 26 Nov 2002
Posts: 543
Interesting! It did seem quite buggy though, and as you say particles often fall through surfaces. They also often behave odly. I did a test where the particles started to get stuck scrubbing strangely up and down a surface untill they die. But it certinately is an interesting first try with this feature that has been requested again and again.
About the Particle Interaction panel: It takes up valuable Editbuttons space, and its size doesn't fit with other panels. There is so little in it, too.
I was thinking about other places to put it when it struck me it would be very logical if it were under Effects>>Particles. There could be a dropdown to flip between the following particles effects: Emitter and Deflector. In my oppinion that would seem more logical to the user, and also be cleverer spacewise.
-William
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Website:
http://www.shadeless.dk
Posted: Fri Feb 13, 2004 12:57 pm
Joined: 20 Oct 2003
Posts: 102
Hi monkeyboi,
Thanks for taking a look! Can you post your test blend (the one with the particles scrubbing up and down the surface) somewhere?
I will spend some time this weekend on it, and strange problems like that sometimes make the bugs a little clearer.
I was thinking about the effects panel, but for now I'll leave it where it is - my idea was that in the future you'd have other settings as well, possibly attraction / repulsion etc.
Cheers
Leon
Posted: Fri Feb 13, 2004 1:10 pm
This is awsome!!!
A huge step foward for the blender animators out there!
I am going to look closely each of your post
Keep up the good work !!!!
Posted: Fri Feb 13, 2004 5:58 pm
| Willy wrote: |
hi,
It's the first time I post here,
I've just tried your tuhopuu, for the "Particules Interaction";
it works good
I rendered a little animation that you can see at :
http://www.zoo-logique.org/3D.Blender/animations/bounding_balls_[DivX].avi
However, your tuhopuu's size is 6.62Mo
against 4.11Mo for the 2.32.
Also, I find this good because it's enough hard working with the particules
I hope this message will appears like I want
and the little video will please you a little bit, leon
Friendly
Willy
|
Posted: Fri Feb 13, 2004 9:18 pm
Joined: 17 Oct 2002
Posts: 72
indeed very cool!!!
i will try to post some sample file's and bugs
here @
http://www.dotblend.com/blenderbugs.htm
Posted: Fri Feb 13, 2004 10:02 pm
Joined: 02 Jun 2003
Posts: 102
Hi

WOW works great for me, simple to get going as well, Well done, this really should get into the BF builds, great work mate.
Ken
Posted: Fri Feb 13, 2004 10:24 pm
Joined: 16 Oct 2002
Posts: 192
Dotblend: he said it will not work for animated faces yet. (looking at your sample 'n bugs page)
Posted: Fri Feb 13, 2004 11:37 pm
Joined: 29 Oct 2002
Posts: 13
First of all,it is nice to see that there is developement under the particle system to gain more realism. I like what I see.
Right, I gave couple test spinns to your deflector system, and it indeeds seems to work, but what I gathered it works like a baseball bat, which hits the particles back to the direction they came from, am I correct?
What I mean is in example smoke or fire would try to seek way around the obstacle and not be stroken back, so I gather I am asking are you developing particles to work like that?
But nice work, I hope to see updates on this projects.

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At elYsiun I am known as Hippie
Posted: Sat Feb 14, 2004 12:51 am
Joined: 20 Oct 2003
Posts: 102
thanks for all the testing!
Dotblend - like Eric says, animated deflectors aren't supported yet (although you can animate the particle source). BTW, I had a look at the scene you made, and you will get much better results with the "keys" set to 32 rather than 8 as you have.
tmt - yes, that would be nice to have. I'm not sure of the maths for doing it though, but I'll have a think....
cheers
leon
Posted: Sat Feb 14, 2004 9:25 am
Joined: 13 Oct 2002
Posts: 40
Great work Leon, its works a treat, the particle leakage is very minimal you just had to keep an eye on
the the particle normals speed. Here's som duplivert cubes flowing nicely
/nozzy
Posted: Sat Feb 14, 2004 10:36 am
Great stuff! Keep up the good work:)