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[Closed] Pflow and materials to affect particles on surface

Hi guys,

There’s an option in Pflow to controll particle density by material.
This got me thinking…what if the material could controll other attributes of the particles? for example shape_instance scale and variation etc…

what I have in mind is an extension of Bobo’s “hairy-teapot” particle hair that can adjust the size (or direction/rotation/color etc…) of the instanced hair depending on a texture map.

the only reason that I even think this is possible is because I was tooling around with maxscript and I think it might be possible to access the <Position_Object>.Density_By_Emitter_Material and somehow tweek it to return it’s value to the instance_size parameter?

am I anywhere near reality here?

I’m not a programmer, and I’ve only been (seriously) using maxscript for a few months.

is this possible? it would seriously Kick ass if it is!

any help is HUGELY appreciated

2 Replies

Originally posted by Yorgo12345
[B]Hi guys,

There’s an option in Pflow to controll particle density by material.
This got me thinking…what if the material could controll other attributes of the particles? for example shape_instance scale and variation etc…

what I have in mind is an extension of Bobo’s “hairy-teapot” particle hair that can adjust the size (or direction/rotation/color etc…) of the instanced hair depending on a texture map.

the only reason that I even think this is possible is because I was tooling around with maxscript and I think it might be possible to access the <Position_Object>.Density_By_Emitter_Material and somehow tweek it to return it’s value to the instance_size parameter?

am I anywhere near reality here?

I’m not a programmer, and I’ve only been (seriously) using maxscript for a few months.

is this possible? it would seriously Kick ass if it is!

any help is HUGELY appreciated [/B]

Somebody actually used the Hairy Teapot tutorial in conjunction with http://www.scriptspot.com/bobo/mxs5/pflow/pflow__inherit_UV.htm
to change the color of hair strands based on the underlying texture.
You could use the same trick to get the texture color value below the particle’s emission point and affect ANY PFlow property like size, shape, anything!

(We can also hope that Oleg will include some more advanced PFlow operators to read material-based control data from the emitter in his upcoming package).

Also note that Cebas’ MatterWaves (which I think ship with Thinking Particles) was completely map-controlled.

I am thinking about starting some PFlow operator development using the PFlow SDK… if time permits.

Yeehay!!

Great! Thanks Bobo, I’l get right on it!

[very excited now]