Huge thanks for making this available and all your work on pushing stoke forward.
Just starting to play with the toys around. So far I’m impressed by performance and neat integration of Ember into Stoke.
Looks like i’m doing something wrong or you have small bug.
Here’s my previous Ember Magma Flow which was correct.
Now I’m recreating that using Field Sim object and it looks like there’s something weird happening: ID 31 turns red and says it can’t match the inputs.
I tried switching the float to int or vector, but it does not seem to work. If I get rid of the multiplier, all works fine.
Am I doing anything wrong?
I recreated the same flow with my latest version and it worked as expected.
It is of course possible that there was an issue with the build you have, or something went wrong with the creation of the nodes. I would love to see a stripped down scene with just the Stoke object and the Magma flow in it…
I’m having some basic magma issues from time to time, but maybe that’s just my workstation and environment.
Happens occasionally. so I can live with it. Hard to understand what exactly is happening.
But I think you got a bug.
Have a look:
Stoke object gives birth to partccles
Birth rate is controlled by animated curve (works)
Lifespan is controlled by animated curve (does not update - on every birth event regardless of the frame number it takes lifespan values from the first frame)
Lifespan variation is controlled by animated curve (does not update - on every birth event regardless of the frame number it takes lifespan variation values from the first frame)
Looking at the code, the Lifespan and Variation were not meant to be animatable, they are set only in the beginning of the simulation.
So I can either disable the ability to keyframe them, or look whether we can update them per frame.
The latter would be more powerful I guess…
I already have, but haven’t shared the file
We hope to post a new build later this week, but for now here are the latest script files including some other improvements: StokeMX_Scripts_20140205.zip (146 KB)
In addition to the Field Sim cache overwrite warnings, the zip file includes
*The Field Magma with the Mute option and Grid Size from selected objects button
*When creating a Field from scene selection via the MacroScripts, the grid will now have one voxel padding on each side.
*The Magma UI which now allows you to drag and release a connection from a Stoke node’s Position input to connect to a Position InputChannel. If none exists, it will be created. If one does exist, all will connect to it.
*The Magma UI also supports SHIFT+CTRL+Letter shortcuts for Output channels like in KMY, so you can do SHIFT+CTRL+C for Color etc.
*Changed the Stoke LifeSpan’s spinner to allow 0 values so you can now keyframe it to nothing to completely fade off particles.
2 notes on the Stoke UI - the display is limited either to large dots (taking into account velocity of 0) and velocity which shows only moving particles.
I would love to be able to use small dots as an option (for clarity) and also I think it would be awesome if in velocity mode, there was an option of displaying non-moving particles as points.
I have stoke which jogs particles through the field
I want to create a relation between the particle age and its velocity (for example to speed up each particle from 0 across the time of 1 second to the full velocity as per vector field)
How can I do that?
Obviously not in Field Sim Magma, since it’s global and independent of particles
Not in the modifier stack of Stoke object as it’s already too late
Is there any outlet to hook to?
Or I’m doing a simple thing the wrong way?
Another suggestion (unless I missed something obvious) scene for simulations contains multiple Field Sims and Stoke objects.
But I’m working only on a few of them simultaneously. I believe the other instances still consume memory.
It’d be awesome to have:
-“Solo” button to mute (unload from memory and disable readout) all unused instances except for one I want to focus on
-“Mute” or "Disable"button to quickly disable instance and free up memory.
Regarding your last two posts - there is currently no way to control how much velocity a particle is getting on a per-particle basis, but I will log it as a wish. If someday we add pre and post-processing Magma flows to the Stoke Particle Simulator, we could define such control channels that affect the “friction” so that a particle could be completely unaffected, slightly affected or fully affected by the field (basically the Scale value on a per-particle basis).
As for more tools to mass-control Stoke objects, I will log it and will see what I can do (that’s a scripting task so it should be easier).