Forum Replies Created

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  • Adam Trachtenberg

    October 10, 2013 at 3:33 am in reply to: awful mirror reflections

    Try deleting the phong tag.

  • Unfortunately that’s a limitation of Cinema’s standard renderer. You can get around it by using the physical renderer or by using a plugin like ZBlur (https://www.biomekk.com/index.php?page=1&cat=107&itm=26).

  • Adam Trachtenberg

    October 7, 2013 at 3:04 pm in reply to: You cant make an omlette without…

    The whites/yoke involves liquid simulation which would require a plugin or external software. As far as plugins, you could probably get a decent result with x-particles. The next level of cost/complexity would be Naivé Effex. For ultimate realism (and cost/complexity) you’d probably need NextLimit’s Realflow. Or you could try using Blender, which is free and has some kind of liquid sim capability.

  • Adam Trachtenberg

    October 4, 2013 at 2:54 pm in reply to: Smoke effect

    Could also be done with Navié Effex (formerly DPIT Effex).

  • Adam Trachtenberg

    October 3, 2013 at 9:24 pm in reply to: Containing Thinking Particles Within A Model

    The easiest way to do it, IMO, would be to bake the TP animation with Nitrobake (paid plugin). That way you could reduce to the particle animation to real objects and real keyframes. In this case you would simply delete all of the baked particles except the one you’re interested in.

    Another option would be to use mograph to clone onto the TP particles and then bake the mograph animation (see Youtube tutorial(s)).

  • Adam Trachtenberg

    October 3, 2013 at 3:19 pm in reply to: Containing Thinking Particles Within A Model

    I think that’s a good idea. Personally I know just enough TP to be dangerous. 😉

  • That’s a new one on me. Have you contacted Maxon tech support?

  • Adam Trachtenberg

    October 2, 2013 at 10:57 pm in reply to: Containing Thinking Particles Within A Model

    It’s really hard to tell from the screen caps. Those TP presets can be very handy, but I find them quite hard to decipher if I want to make changes to them. You’ll have to go into the Xpresso editor itself rather than relying on the provided user data inputs.

    For example, if you open the Xpresso for the object collision preset and click on the PDeflector node, you’ll see that the type is set to Front, meaning that particles only collide with polygons that have front-facing normals. Your artery object probably has the normals facing out so the particles are passing through. Change the node’s type to Back or Both Sides and it should work.

  • Adam Trachtenberg

    October 2, 2013 at 4:31 pm in reply to: Recreating Medical Animation

    I would model the tube and use a posemorph tag for the animation. The plaque can be done by assigning a material to a polygon selection.

  • Adam Trachtenberg

    October 2, 2013 at 3:56 pm in reply to: Containing Thinking Particles Within A Model

    You should be able to keep the particles in the volume using a pdeflector node. You can control the speed of the particles with a pvelocity node.

    For the last question, you can get the position and alignment of a particle using the pgetdata node. The only way I can think to isolate a particular particle would be to place it in its own group. One way to do that would be to use a collision object to trigger the group change. So, maybe place a small plane in front of the particle in question, set it as the reference for a pdeflector node set to “event only”, and use the event out port to trigger a pgroup node. Then you could get that particles position/alignment data and use it to drive the position/alignment of a separate object.

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