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Macros Particles Theo Gringo

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#1 theotheo

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Posted 03 March 2009 - 10:06 AM

Hi guys,

I thought Id share a macro ive made to control some of my particle systems.
Like the tutorial on CustomTool I wrote, this one uses some of the same expressions in the
pCustom, but instead on pixels it does it on particles.

It basically takes the RGB vector and applies it to the particles XYZ position, rotation, scale and velocity.
I find good use for it to conform particles to displaced geometry by using the same image do displace my imageplanes
but instead use the particles Z position.

You can produce some rather interesting results by playing around with the input map and the settings.
Ive included the macro and a sample comp.

Happy p'Ing :)/>

-theo

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#2 Dunn

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Posted 03 March 2009 - 10:13 AM

WOW! this is cool! :mf_dribble: Thanx theo!

-dunn

#3 leif3d

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Posted 03 March 2009 - 10:44 AM

THanks for sharing Theo. :)

#4 robertjackson1

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Posted 03 March 2009 - 12:18 PM

Fantastic Theo. This adds lots more accessible fuctionality to the particles in Fusion. Thank you. Going to go and give it a whirl!!

#5 Gringo

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Posted 04 March 2009 - 02:53 AM

Nice examples and cool macro, thank you!

#6 theotheo

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Posted 06 March 2009 - 11:43 AM

Added to vfxpedia now.

#7 SecondMan

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Posted 06 March 2009 - 12:39 PM

VFXPedia available again for editing! Hurray! :)

#8 Gringo

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Posted 11 March 2009 - 06:54 AM

I've made a setup for a custom turbulence based on Theo's technic.
It's main advantage comparing to the native pTurbulence is that you can set a temporal frequency.
Besides, it allows to see visually, what your turbulence field looks like.

Preview: http://www.compositi...mTurbulence.mov

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#9 theotheo

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Posted 13 March 2009 - 04:37 AM

Cool Gringo!

#10 zistambus

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Posted 18 March 2011 - 03:48 AM

thanks a BillioN!!!!!!!!!!

#11 robocop

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Posted 18 March 2011 - 04:14 AM

Guys, you`re awasomme!! :t

#12 Gringo

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Posted 24 June 2013 - 10:53 AM

I reworked the pCustomTurbulence setup completely, based on the pCustomForce tool, which had been introduced later.
The controls are now much better organized and the parameters act in a more intuitive way:
Posted Image

Download pCustomTurbulence_v05-1

Here are updated examples/comparison:


#13 SecondMan

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Posted 24 June 2013 - 11:06 AM

Oh boy oh boy oh boy oh boy :)

#14 ChadCapeland

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Posted 24 June 2013 - 12:23 PM

For 2D images in the pCustom/pCustomForce, how do you control the projection vector? Like is it along world Z?

#15 Gringo

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Posted 24 June 2013 - 03:38 PM

Yeah, the fact that the texture is 2D is an issue.
Of course, it's possible to go volumetric approach and convert frames to Z slices, but it would be too complex for just turbulence.
In this case, I assign the vector values taking them from corresponding R, G and B channels, according to the particle position:
ForceXExpression = getr1w((px-p3x)/n5+0.5,((py+pz)/2-p3x)/n5+0.5)
ForceYExpression = getg1w(((px+pz)/2-p3y)/n5+0.5,(py-p3y)/n5+0.5)
ForceZExpression = getb1w(((px-pz)/2-p3z)/n5+0.5,((py+pz)/2-p3z)/n5+0.5)

Where
p3 is "offset of the map in 3D space"
n5 is the "scale of the map in 3D"
0.5 is "shift of the map center to the center of coordinates"





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