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Activity Forums Maxon Cinema 4D Pdeflector – count collisions?

  • Pdeflector – count collisions?

    Posted by John Hammond on September 24, 2009 at 10:16 am

    Hi, I’m using a Pdeflector with some Xpresso.

    Is there a way to ‘count’ the number of collisions and output this value in xpresso?

    John

    John Hammond replied 16 years, 7 months ago 3 Members · 9 Replies
  • 9 Replies
  • John Hammond

    September 24, 2009 at 3:11 pm

    Or failing that, I have found that I can output the Position of where particles hit my deflector.

    Now if I had a counter node that simply counted up each time it sensed the input had changed, I’d be OK.

    Is there such a node that counts up as it detects the input changing? I’ve used this kind of node in other software..

  • Adam Trachtenberg

    September 24, 2009 at 4:20 pm

    I don’t think there’s a counting node. It may be possible by way of the memory node, but that’s a bit above my pay grade. 😉

    However, I did figure out a way to do it by changing the particle group upon collision and then outputting the particle count of the resulting group. File is here: https://www.3danvil.com/tutorials/group_chg_count_collisions.c4d

  • John Hammond

    September 24, 2009 at 4:44 pm

    Hi Adam, thanks for the response, I’ll check it out.

    Incase you were interested I am trying to simulate a Lorenzian Waterwheel – Random Chaos:

    https://www.youtube.com/watch?v=zhOBibeW5J0&feature=player_embedded

    I basically need to ‘fill a bucket’ when the bucket passes under the central area, and let it slowly empty at all other times.

    I didn’t get anywhere with the TP approach (though I’ll check out your link now).

    Right now I’m trying out some Xpresso that says ‘If bucket is between x -100 and x 100, then mass = 4, else mass = 3.

    –I am using Dynamics for the waterwheel rig–

    So far my waterwheel acts a little random but then settles. I want infinite randomness though! I could achieve the effect other ways I am sure, but I am interested in the Maths and would like to explore it with C4D.

  • John Hammond

    September 24, 2009 at 5:25 pm

    ‘ve had a go at re-making your TP counter in my scene.

    I got stuck at the PGroup node.

    In yours you have outputs on the node, but I can’t find any outputs on my PGroup node, it’s as if it has none..

    Here’s my scene https://www.sendspace.com/file/y9fovh

    Regards,
    John

  • John Hammond

    September 24, 2009 at 7:27 pm

    Ah-ha, progess!

    Turns out there are two PGroup nodes, one under ‘standard’ and one under ‘helper’. I had the wrong one.

    Now to figure out how to make the ‘water’ (mass) drain out of the buckets. I need to subtract, say 1, from the mass as each frame passes.. hmm

    Thanks for the file you provided, I could never have figured that out!

    John

  • Brian Jones

    September 25, 2009 at 2:39 pm

    outside of trying to remember values in the xpresso you could use a null in the scene and add 1 to it’s Y position (for example) for every collision, just reads the null’s Y position to get hit count. Subtract from it’s Y position on a per frame basis for draining. Put a condition in to never let it get less than 0….

  • John Hammond

    September 25, 2009 at 3:30 pm

    Thanks for the help Brian,

    I’ve been making some slow progress with this.

    When you say “Subtract from it’s Y position on a per frame basis for draining” ..I’m unsure about how to tell Xpresso that I want to repeat the subtraction each time a frame passes.. I can only get it do the operation once.

  • Brian Jones

    September 25, 2009 at 8:27 pm

    Here’s a quick example. There are some remarks in there about what the chunks do but not much explanation. Ask for details if you need.

  • John Hammond

    September 28, 2009 at 10:41 am

    Thanks Brian,

    I’ve had a good look at the Xpresso and I think I understand what is happening. I’ll try to incorporate this into my project and post the results.

    John

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