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Best way to instance objects without interpenetration ?
show user profile  FX
I'm trying do do a pile of sea salt and hitting issues with the particle interpenetration messing up the refraction.

I started off using Rayfire to create the particles, seemed the best way to ensure little or no penetration, but the number of grains I need to produce made that approach not feasible.

I switched to the standard - pflow position object/shape instance, the only way to 'sort of' keep things separated is use keep apart, which doesn't do a great job with shape instances and you are limited to one instance.

When rendering the salt grains look wrong because of all the overlaps, what I need is something that keeps them apart by a gnats todger at their closest points.

Any way to do this with Pflow ?


read 441 times
4/11/2016 12:05:25 AM (last edit: 4/11/2016 12:06:05 AM)
show user profile  FX
Well after muchos faffing around, pflow, mParticles, MassFX, Multiscatter, Vray Instancer, it seems Rayfire is the only way to go, I just have to put up with max running at a crawl with 24,000+ objects

Everything else has some kind of penetration, Rayfire / PhysX sim is to be the only way to guarantee no overlaps, the salt piles look realistic so I guess it's worth it.






read 423 times
4/11/2016 12:16:28 PM (last edit: 4/11/2016 6:06:42 PM)
show user profile  Octopuzzy
Houdini grains




read 414 times
4/11/2016 2:05:28 PM (last edit: 4/11/2016 2:05:28 PM)
show user profile  FX
Houdini pop grains looks cool, I'll grab the trial, in the meantime Rayfire looks ok and I'm familiar with it ;)






read 409 times
4/11/2016 2:33:35 PM (last edit: 4/11/2016 2:33:35 PM)
show user profile  FX
I know it doesn't look much but the salt took an obscene time to render, bowl salt is 10k elements, scoop is 4k :/...mattes need fixing.



read 382 times
4/13/2016 3:25:12 AM (last edit: 4/13/2016 3:26:18 AM)
show user profile  donvella
looks great!



salt a bit bigger than usual?




read 367 times
4/13/2016 10:20:05 AM (last edit: 4/13/2016 10:20:32 AM)
show user profile  herfst1
Next time make a volume mesh below the salt with a salt texture, that way you don't need as many grains to cover the surface.

:)


read 360 times
4/13/2016 12:22:01 PM (last edit: 4/13/2016 12:22:01 PM)
show user profile  LionDebt
That's not maldon. Do it again.
read 358 times
4/13/2016 12:30:20 PM (last edit: 4/13/2016 12:30:20 PM)
show user profile  FX
"salt a bit bigger than usual?"

He he that's what I thought but client say yes, if the truth be told Rayfire Maxes out at 9,999 frags, with hindsight I should have cut the source mesh into 2 and run 2 fragmentations, it took about 10 attempts to get it looking right due to muchos crashing.

So I can use volume mesh on a mesh made of 10,000 elements to remove the centre mass ?

Maldon looks cool but these guys don't stock it :p

I realised I fucked up on the render I sent to Rebus, I left the light subdivs @ 128 instead of 36 :/



read 355 times
4/13/2016 1:14:39 PM (last edit: 4/13/2016 1:15:25 PM)
show user profile  FX
re volume select: that's EXACTLY what i needed! instead I spent around 4 hours last night running around the internet researching particle collision.

Now I look at it it's obvious :(

Using Rayfire is easier and more realistic than the nerdfest that is pflow, but the end result (after removing the centre mass) is an even layer of non inter penetrating salt lumps that are entirely unique in shape & form.

The only issue now is do I spend half a day re-rendering the 10 different colours that I did yesterday :/



read 349 times
4/13/2016 1:38:37 PM (last edit: 4/13/2016 1:38:37 PM)
show user profile  FX
Lucid looks a bit spesh :



read 207 times
5/23/2016 3:44:53 PM (last edit: 5/23/2016 3:44:53 PM)
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