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How do I set up PF Sourse or another particle system for seamless looping?
show user profile  Spear Chuck
I've got a seamless loop of a wheel that rotates 360 degrees. I want to add a particle system too the spokes. How can I loop the particles (birth?) so that the ending frame and the beginning are the same or so close it appears to be seamless?

I tried setting the birth Emit Start to -100 and ending Emit Stop to 100 but it didn't work
read 579 times
4/17/2014 4:29:37 PM (last edit: 4/17/2014 5:10:41 PM)
show user profile  digital3ds
not sure what your end goal is but you can render them to a texture and create the loop in post
- Mike Sawicki




read 552 times
4/18/2014 12:34:40 AM (last edit: 4/18/2014 12:34:49 AM)
show user profile  Spear Chuck
Picture a child's windmill toy, as it spins particles fly off from the trailing edge of each of the blades. It rotates around 36 frames and starts over. The particles work ok but once it starts over the emit start time doesn't render in frame -10 to give it a head start to be present in frame 1 as if to sparkle non-stop

Could you explain that a little more. I know VP so so, enough to add a glow and electrical field. Do you mean for me to add a texture in VP from an animated clip of particles?




I need to get rid of that do-nuttin



read 540 times
4/18/2014 3:32:50 AM (last edit: 4/18/2014 3:45:55 AM)
show user profile  digital3ds
yea, think vfx for games - one method I use is to create the effect, render out the sequence (1024x1024 render from krakatoa or w/e) bring it into aE and edit the footage so it loops - chop up the footage accordingly... once it's looping you can render out that sequence and apply it to a (or multiple) planes as a looping texture - it can be applied to any scenario, and with some added post, will look better than just the particles themselves.

is this going to be a gif?
- Mike Sawicki




read 529 times
4/18/2014 4:33:36 AM (last edit: 4/18/2014 4:35:44 AM)
show user profile  Spear Chuck
I'll get back to that

I applied a UV map to a polygon and it tiles outside the gizmo box area, how do I get it to not do that even though the tile setting is 1?


read 507 times
4/18/2014 10:37:14 PM (last edit: 4/18/2014 10:37:14 PM)
show user profile  digital3ds
there's a couple ways, but the easiest might be too (plane = editable poly) , select an edge and move it (make sure "preserve uvs" is enabled) if i understand the problem
- Mike Sawicki




read 496 times
4/19/2014 4:05:40 AM (last edit: 4/19/2014 4:05:40 AM)
show user profile  Spear Chuck
Thanks, I got it. I watched a video where the check box use used to protect UV map placement.
The URL zooms to the good part
https://www.youtube.com/watch?v=D17CSmFj_sk&feature=player_detailpage#t=344

read 491 times
4/19/2014 5:18:45 AM (last edit: 4/19/2014 5:18:45 AM)
show user profile  Spear Chuck
_
How do I prevent tiling inside and outside the UVW map?
.

read 472 times
4/19/2014 5:15:28 PM (last edit: 4/19/2014 5:19:01 PM)
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