Ah, sorry for the waste of time. I should have replicated your flow exactly and I thought I had gone over it but my mind is a million places at the moment so I guess that’s my only excuse. Sorry and thanks for taking the time to looking it over.
If I would of had this knowledge of Ember back when I was doing a film in December, this would have really made things so much easier. This is very powerful and I don’t really want to produce directed liquid effects in 3dsmax without Ember after this. I would imagine any TD would feel the same after getting their hands on it. Can’t wait until you get FumeFX and Ember properly working together but even with the acceleration issue I am able to counter it a bit with velocity dampening for now and get some pretty crazy level of control. Early tests are really promising, I’ll post some examples when I get a chance.
It would be nice if there was some way of visualizing the ParticleSumRadius. I assume it’s in standard units so I can just use a helper or a sphere, but even better would be the ability to see it in the viewport. I realize I can probably create a new output channel and use it as a mask in the viewport settings to get some idea.
If I would of had this knowledge of Ember back when I was doing a film in December, this would have really made things so much easier. This is very powerful and I don’t really want to produce directed liquid effects in 3dsmax without Ember after this. I would imagine any TD would feel the same after getting their hands on it. Can’t wait until you get FumeFX and Ember properly working together but even with the acceleration issue I am able to counter it a bit with velocity dampening for now and get some pretty crazy level of control. Early tests are really promising, I’ll post some examples when I get a chance.
Thanks for the feedback, this is great to hear!
It would be nice if there was some way of visualizing the ParticleSumRadius. I assume it’s in standard units so I can just use a helper or a sphere, but even better would be the ability to see it in the viewport. I realize I can probably create a new output channel and use it as a mask in the viewport settings to get some idea.
As I mentioned, we are adding a new ParticleSplat operator that uses a Grid approach like Stoke instead of a search in a spherical radius. But for the ParticleSumRadius, we have a wish logged in to provide an input socket for the Radius. So once that is fixed, you could create a Gizmo, get an InputObject->PropertyQuery and feed the Radius into the operator. So it will be eventually possible someday…
I noticed that the Fume sims are going pretty slow when using the Ember Force. While I understand that this is unavoidable to some degree, do you expect it will get faster as development progresses? Will Particle Splat make it faster or perhaps the integration with FumeFX and its effectors?
As I mentioned, we are adding a new ParticleSplat operator that uses a Grid approach like Stoke instead of a search in a spherical radius. But for the ParticleSumRadius, we have a wish logged in to provide an input socket for the Radius. So once that is fixed, you could create a Gizmo, get an InputObject->PropertyQuery and feed the Radius into the operator. So it will be eventually possible someday…
Great!
I noticed that the Fume sims are going pretty slow when using the Ember Force. While I understand that this is unavoidable to some degree, do you expect it will get faster as development progresses? Will Particle Splat make it faster or perhaps the integration with FumeFX and its effectors?
I don’t know for sure, but I really hope so ![]()
An example where particles are influenced by vector noise, following a spline and not allowed to move too far away from the spline:
www.tobbeo.net/pathfollow_withvecnoise_constrained.mov
Got a couple of other ones I’ll post later.