Edwin Braun thinkingParticles 6.7 APF Volumetric Diffusion tutorial
In this free tutorial, Edwin Braun will teach you how to use APField & InitialState operators from Drop 6 and the MatterWaves , DataChannel operators to create 'color tablets diffusion in fluid container' effects. And how to use SmokeRenderer and Debug to complete the simulation.
To download the Tutorial file click here: https://drive.google.com/open?id=1J1SGLDHZI2P-MJy5v37IDcJi-vUsE0P2
The sample file can be used with 3ds Max 2016 onwards. It will also require thinkingParticles 6 (either commercial or educational license).
SCENE: Container + Fluid + 4 Color Tablets
How to achieve diffusing tablets in fluids sim.
SETUP: PostionBorn to create particles / InitialState operator to create DataChannels 1 and 2; DataChannel 1 specifies the color of the fluid; DataChannel 2 gives the color a weight and strength.
grouped as StoneParticle - MatterWave to create the tablets (here as 'ChamferCylinder).
Each particle in MatterWaves gets their own DataChannel '1' and '0' - set the color strength higher so when tablets drop into fluid , they give a good color diffusion. Set Emitter - Color : '0'. Colors are now auto-stored in DataChannel '0'.
Step 1: CREATING 3D DIFFUSION
- let's off the fluid particles and hide MatterWaves.
ALL PURPOSE FIELD SETUP:
APField stores the color; APFInputForm (in this case, CH3: Color (color info from the closest particle); and APFOutputTo as well TO closest particle.
Select APField PGroup: namely the praticles that transmit color info into the 3D space. Actually, the fluid particles transport the color info between the cells.
DISPLAY CELLS - use the Show Cell option in APField. You can now see the grid points of the APF and it is pretty evenly covered over the 3D space. You will see the MatterWave particles created, passes on the color info to the cells and the cells passes that info to the volume/fluid and fades to the boundaries.
View by checking via APF Show.
STEP II COLOR DIFFUSION 3D IN FLUID VOLUME
Using the tp atmospheric operators: SmokeGroup / SmokeRenderer/SmokeTRanges
SmokeGroup is merely to render the particles (we are not doing fluid sim with SmokeRenderer for this).
Specify Particle Group and Solver - with SmokeRender, adjust rendering and the look.
SmokeTRanges ajusts the initial 'white' color so that we can modify the color changes. This will allow for the 3D atmospheric effects.
Adjustments for faster rendering - turn down the radius for example. Use Position Jitter (SmokeRenderer) to maintain look but speed up rendering.
Set shadows /density/soften etc. Here Density is set to 200 which is quite low.
Edwin also tells you how to turn off Show Mesh to get faster sims, while maintaining the dense look and feel of the fluid volume.
Last but not least, Edwin explains the Debug option(Dynamic Setup) and how to use it to debug and view the pressure of the fluids and the diffusion color if it is the way you want it.
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