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Posts Tagged ‘3dsmax’

Frost vs Realflow mesh test

May 6, 2011 1 comment

In this test I’m checking if it’s possible to achieve a flicker free mesh of a high viscosity Realflow simulation using very low res values while meshing with Frost and comparing the result to standard Realflow meshes.

Normally in Realflow high viscosity values (100 to 400) makes the simulation highly unstable (particles explode) and to keep a smooth interpolation between frames you need to increase the min-max substeps significally. If you need the realflow mesh to keep enough details it needs to have at least 1-2milllion particles. To keep such a high count from exploding the min-max substeps need to be raised accordingly and kept at least at 2000min to 3000max which also translates to days of simulation time…

Such high values will produce a great looking realflow mesh, but if your shot is in close up and rendered in HD there’re good chances the mesh will still flicker heavily and won’t pass any broadcast standards. The cause is due to other friction values, small global scale, etc. Common solution is just to blur it in comp. If that’s not possible then you have no choice but to sim at a higher scale and tweak more values of that long simulation which is a real pain….

Thinkbox’s FROST finally makes it possible to mesh a smooth flicker free mesh even from quite a low resolution simulation which means a HUGE time saver in production time.

Categories: Portfolio, RND

Apple Juice Pour – Realflow5 Test

April 9, 2011 Leave a comment
Categories: Portfolio, Self Projects

Interactive Fractured System Tutorial – No commercial plugins needed

March 15, 2011 Leave a comment

Download the scene file here. (max2010-11).

In this tutorial I’m showing how to create a cheap and easy setup of an interactive fracture system. I’m using a script by Paul Hormis which attaches objects based on their local Z axis which can be downloaded here: Attachment script – Must have for this tutorial

I’m also showing two methods to create a trail of the collapsed movement. One done manually without any plugins and the other is using the GhostTrails plugin.

The geometry on this setup needs to be pre-fractured. In my example I’m using the free script FractureVoronoi which can be found on scriptspot.com but of course you can use any of the other tools available in the market to get better prefractured surfaces.

Categories: Tutorials

Procedural Surface Collapse Rig HD – Thinking Particles

March 12, 2011 1 comment

Inspired from 2012, I did this setup with Thinking Particles 3. Simple maxscript for the UI and the rest is with spacewarps, reactions and connection setup. The surface was prefractured with Rayfire. I didn’t continue this since TP4 has better fracture control with the implemented volumeBreaker node. Hopefully when I get the time I’ll re-create this setup in TP4 with a custom script that makes it all easy to control and put it up in the free stuff section.

Categories: Portfolio, RND