Jump to content

tips for dissolving effect ?


hatrick

Recommended Posts

Hey

do you have some common tips for that very often seen effect of dissolving objects ore images with particles? ...

in this case i try to setup a scene with a flat image ... a part of that image is rebuild with particles by cop info and "delete by alpha setup" $BBX,$BBZ,D_CA a.s.o.

problem is that i need a giant number of particles to get the needed part of the image look opace over the background and that brings me to an unacceptable simulation time for color ore alpha transfer from cop-image to my particles. a simplified setup with less particles and some animated masks in comp neither seem to be the way to go...

thx

Edited by hatrick
Link to comment
Share on other sites

thx i know that one :)

some further information would be great

i ve found that one in youtube ... made with houdini...

it's much more complex than my scene.

how did the artist got the texture on particles without waiting years ?

are there other methods as the pic ore tex function ?

is an animated alpha ore opacitymap used for such things....?

thx

Link to comment
Share on other sites

...

are there other methods as the pic ore tex function ?

...

you can use VOPs

they are much faster than expressions

there is Color Map VOP which can get you color or alpha information from any pixel (through u,v) of the image

Link to comment
Share on other sites

Attached a hip file which might help you speed it up.

Just the alpha of an image (or madrils red channel :D) copied onto the points of a grid, points scattered onto the grid and then points deleted based on the alpha. This is so that you don't have to get a value from the texture millions of times... won't work too well if you have a lot of detail in your alpha.

The colour of the particles is done in the shader to speed things up as well. You could also use the alpha in the shader. In this case it would be better to delete point with an alpha of 0 (instead of < 0.5 which i have done in the file.)

Hope this helps!

image_particles.hipnc

Edited by sam.h
Link to comment
Share on other sites

Hey! If you do it like in the sideFX tutorial that geo done with pic (or tex) command but rather than having a point sop after the popnet, use the point sop before the popnet instead. that will speed things up for you very very much..

i did a test with a 100x100 grid and 1 million particles and the only time it takes is to simulate the particles ;) ohh plus the time it takes to cook the point sop initially when u lay it down and enter the pic commands to color the grid which takes a while but thats just once. To keep it that way you could just write out your geo with your point color to disk and read it in as a file node again.

/Magnus

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...