Workflow for Massfx

I was trying to use a pflow to move around some massFX boxes but I am a bit unclear about the work flow. The field force seems to only take a field sim object or a field loader and I am not clear how to save the pflow to open VDB. I guess its possible to use the pflow in field simulator but thats beyond me.

Thanks!

Here is an example scene (Max 2013).

*I created a Box and extruded its sides to produce a nice collision object to roll the spheres into. I set it as Static RB.
*I created a PFlow and set the Box as collision object using Krakatoa Collision op (you can also use UDeflector+Collision).
*I created a Stoke2 Field Magma around the Box and set it to Spacing 7. The flow splats the Velocities of the PFlow onto the grid, then divides by the FPS, removes the Divergence using SimpleFluid node, and outputs the result as Velocity.
*I created a Stoke2 Field Force and picked the Field Magma, setting the source channel to Velocity.
*I created a Sphere above the Box and set it to Dynamic RB.
*I added the Field Force to the Sphere’s Dynamic RB.
*I cloned the Sphere twice to have 3 balls on the playground.
When I run the MassFX sim, the particles produce a velocity field which is interpreted as a Force Field and the balls start rolling around in the Box…
STK2_FieldForce_From_PFlow_MassFX_v001.zip (246 KB)

Thanks for that file. There seems to be some issue with mass fx though when I run the massfx sim the spheres go crazy even when I remove the Fieldforce I tried both 2013 and 2014 but I understand the process now so thats cool.

BTW I am not sure if its just this machine but when I open the file in 2014 I can’t see the velocity field from the field magma, the only way I can see the fields, is by setting color to velocity and display to large dots in the viewport display roll out. In 2013 its solid.