Thursday, October 14, 2010

Nausea High In Stomach And Burping

MoGraph (particle dynamics)

DESCRIPTION: create an issuer MoGraph object as a particle emitter.
PROGRAM: cinema 4d r11.5

I launched it's tricks, so I'll show you a trick that is 100% mine. And I say this because I have not seen anywhere else, came out of my head for a problem with a user C4DES.

start? However, many times we need a transmitter with dynamic, is, that the objects that emit are influenced by the environment and themselves, this is achieved with Xpress and THIKING PARTICLES and I'll be honest, it is not easy get the results I will show now.

To give more excitement I am going to ask a question how simularĂ­ais a popcorn machine? if you know do not read lol! and you did not know I'll give you a quick and simple formula.

to not roll much (as I always do) just let me explain the process, the popcorn as you do.
First we create in order to issue, in my case I'll make a simple sphere, and create a clone object MoGraph. Insert the field in the object clone. Object clone
adjust it as follows:
MODE: linear
QUANTITY: 1
PX / Y / Z: 0

now encourage the Amount parameter. We get in the frame 0 and we give automatic keys, we go to frame 90 and change the value of number 100. We put a label of "rigid body" of MoGraph (not worth the dynamics has to be MoGraph) and give a play.


As you can see areas shoot out in all directions without control, but this has a solution.

I think a cylinder diameter is slightly larger than the area, and you turn off the caps. Now we put a floor object and They both put a label of "rigid body" of mogrph (I insist it has to be dynamic MoGraph and not) the object must be cloned into the cylinder and above the ground object. Press play .... and if you hide the cylinder better. Give back to play.

Now the water comes in one direction but with great force. That part is more complicated to handle.
Ahhhh! another thing ... if you have problems with the speed of simulation, osea your computer can not so many objects in the area will lower segments to 1. You'll see that some areas are horrible but if you give the renderer, which are really perfect. And the simulation very well.

For low speed is not as normal issuers, and that what we are doing is simulating a transmitter. To do this there are several ways:

random-effect: this effect can reduce speed slightly, making the fields are generated in a different place.
"With other objects, making a tour to get also objects to slow down. Ratio
-frame / object generated: The shoot out items that one is generated in the place of another, and make dynamic repel, if fewer objects are created by frame also got to slow down.
This trick can be applied to many things, especially working almost like RealFlow. You can make amazing effects and even simulate fluids at a much lower scale but with great results.

Here are some examples of what I accomplished. From realistic simulations to some tribal simulations without much detail.


This is echo in a few hours without much complication, imagine what can be achieved with a little more detail.

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