PLight thinkingParticles Subscription Drop 5
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TP Subscription Drop 5 all new Particle Lights operator.
VFX software : http://www.cebas.com/thinkingParticles
Cebas Visual Technology releases TP 6.5 this April 2017.
More powerful operators and helpers for enhanced workflow and production in visual effects. Drop 5 news @ http://cebas.com/?pid=news
NEW! This video by Edwin Braun show you one of TP 6.5 best new powerful operator called Particle Light or PLight.
PLight : turn any particle into a light source:
- starts with a grid showing light nodes
0:31 - cube move across the grid of light - how do we activate the lights and colors?
- in this feature video, the lights will be activated rule-based via distance from the moving cube
0:45 - Scene DynamicSetup
- first let's create hundreds of particles with MatterWaves (*1):
- use the UW emitter : create regular raster of lights
1:07 Operator : ColorGradient (NEW!)
- amazing deft tool for artists to create array of colors to feed into other operators
- controllable with value input
- so finally, no need another plugin, you create your colors right inside thinkingParticles dynamic setup!
- Add H Random (*2) to set a random color for each particle
- store these particles in the 'Lights' group
- extra Data Channel (color_light' info storage for the ColorGradient)
2:04 - MasterDynamic: Light
- Distance node helper measures the distance from the object to the cube
- ValueToValue (*3) blends in smoothly in and out te saturation of the color
Objective: desaturate the color of the lights based in distance from the cube or box.
2:44 - Scene of Color Lights
- works for as many lights and color as you need all in a procedural way.
- shadow-casting inclusive !
3:03 Scene : tree lights a-falling effects
- scene shows physics simulation whereby light bulbs fall down from the tree branches ( vfx shown )
- SETUP
- first the ObjToParticle,
- create 'tree' bring it in as BTRigidBody (*4), assign the physics parameter and 'born' the lights...
- H Surface Pos (*5) sets the position of the new born lights
- assign to the lights the BTRigidBody for animation fall from tree..
- Mass for size and set StdShape properties (for 'collision' : to ground)
4:49 - ParticleData (*6) note: there is both a ParticleData Operator as well as PData Helper. Here it is the Operator.
- store random colors (created by the ColorGradient operator)
5:25 Setup of the PLight
- straightforward, wire CH: Color t PColor that was stored earlier on PData,
- use that color as the lights color,
- so now every particle has been transformed into light :
- check last DynamicSet : Rigid - the Physics simulation H Node wired to BulletPhysics (*7)
5:53 VFX SCENE shown.
Thank you for taking the time to review this new TP 6.5 ParticleLight operator, check our next Drop 5 volumeBreaker Clusters @ https://youtu.be/p73JSwH2beE
_____________________Notes______________________________
* 1: MatterWaves operator creates amazing particle animations based on multiple materials and maps that let you control every aspect of each particle.
*2: H Random helper generates a random number value for you to use / can also be unique for each single particle connected to an input.
*3: ValueToValue helper defines a curve to control an output value -
allows detailed control of it's input and output range which are mapped to the curve.
*4: BTRigidBody Operator is used to "attach" Bullet Physics simulation parameters to a particle. Advantage of using this operator to assign physics parameters lies in its flexibility to control simulation parameters per particle.
*5 : H SurfacePos reads a selected object's surface data so that it can be used to place/direct particles in relation to the surface itself -
exceptionally powerful since you can affect particle behaviour with objects even if they are animated themselves.
*6 ParticleData operator, besides the many basic operators that can set Velocity, Speed and Mass, the robust ParticleData Operator which can be used to set multiple parameters of a particle in one shot.
*7 - TP multiple physics solvers : three to choose from.
i) ShapeCollision for high-end movie productions when quality and accuracy of collisions are more important than simulation times. On the other hand ii) PhysX is more often used in game productions were simulation accuracy is not that important. iii) BulletPhysics offers the best compromise of both worlds accuracy and speed, even so it is not as accurate as the one found in the "SC" solver.
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