Forum Replies Created

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  • It gets a little trickier if you’re not happy with the default look. You’d have to make the motext editable, make the resulting extrude objects editable, and then connect them into a single object. Then you can manually adjust the extrusion and the polygon selection for the white material.

    If you go that way you can put the resulting object inside of a mograph fracture object (set to explode and connect) and apply the random effector to the fracture.

  • Adam Trachtenberg

    May 3, 2017 at 4:05 pm in reply to: Speed up dynamics

    The easiest way to speed up dynamics is to change the time scale setting in Edit>Project Settings>Dynamics.

    For example, if you set it to 200% the simulation will be twice as fast.

    Another option would be to increase the gravity setting.

  • Instead of using two motext objects I would use one and set the start cap to “fillet cap” and the fillet type to “1 step.” Put a blue material on the motext and then put a white material on it restricted to “C1”.

  • Have you set your light to cast shadows?

  • Adam Trachtenberg

    April 23, 2017 at 9:42 pm in reply to: Shader Effector

    As far as I know the Shader Effector will only accept image formats (obj is an object format).

    Probably best to post your basic scene file set up as far as you’ve gotten.

  • Adam Trachtenberg

    April 23, 2017 at 3:15 pm in reply to: Creating Visible Smells

    Hi Jesse,

    Yes, both TFD and xParticles provide for dynamics/collision. Here’s a quick example I did with TFD: https://www.3danvil.com/temp/Fart_.mov

  • You can calm it down by changing some of the Sound Effector parameters. For example, set the sample mode to Average, raise the falloff setting (with Apply Mode>All), and adjust the filter shape spline graph.

  • Adam Trachtenberg

    April 20, 2017 at 5:08 pm in reply to: Creating Visible Smells

    This is a gas/fluid simulation so the best thing to use would be a purpose-built simulator like the TurbulenceFD plugin for Cinema. X-Particles could also do a pretty good job with or without fluid simulation. The next best option in Cinema would be Thinking Particles with Pyrocluster. Can’t speak to 3dsmax, though, as I haven’t used it in years.

  • Adam Trachtenberg

    April 18, 2017 at 9:22 pm in reply to: How do I squeeze one object through another?

    The Bulge Deformer would probably work well for that.

  • Adam Trachtenberg

    April 18, 2017 at 5:13 pm in reply to: pyrocluster puff as asteroid dust cloud

    Yep, you lack a click. ????

    Go to the pyro material’s shape tab and check the “Use Particle TM” box.

    From the help file:

    Use Particle TM

    If you enable this option, PyroCluster will use the particle’s transformation matrix to calculate the rotation of any puff or atmospheric effect.

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