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On 26/10/2011 at 06:18, xxxxxxxx wrote:
Not sure what exactly I expect to find here,
but does anybody have experience with or know of any custom Particle Modifiers or Forces ?
Any pointers to related research, experiments, (plug ins, generator objects, tags, whatever) ?
Would be very interested to know of and play with any alternatives or additions or extra parameters to the already existing Objects like Wind, Turbulence, Gravity, ...
On 26/10/2011 at 08:42, xxxxxxxx wrote:
So far I've written 13 particle modifiers of varying complexity for my new particle system so I'm reasonably familiar with this particular animal.
You can't add new totally parameters to the existing modifiers, of course. For something completely new you would need to write a new modifier plugin. There's a very simple example in the SDK which can form the basis of a new modifier. There's also some useful code on these forums showing how to use the standard falloffs with a modifier (which is very easy).
The big problem with the C4D modifier as it stands is the limited amount of data you can change. Essentially you are restricted to altering the speed, direction, and life of the particle, and that's about it. For many things that is sufficient but if you want it to do anything more complex you can't. For example, one of my modifiers allows you to make the particles fly to an object and stick to it; there's no way a standard modifier can do that because you just can't pass enough data to the modifier.
The only way round that is to write your own particle system, which having been at work on one for the past 4-5 months I wouldn't wish on anybody. But if you do that you can pass whatever data you like to the modifier and do a lot more than the standard modifiers would. Of course, such modifiers are not compatible with the standard C4D emitter or TP.
The best way to learn about modifiers is to try to write one. Just something simple like increasing a particle's speed will get you going. As for anything else, it's just a matter of coming up with the idea
On 26/10/2011 at 19:59, xxxxxxxx wrote:
Thanks a lot for the pointers and essential insights in possibilities and limitations, Steve.
That Gravitation Modifier example in the sdk was exactly what I needed to start exploring. Got some research and testing to do.
I will get back to you about some of this at a later stage, but I need to dig through more than a few newbie obstacles first, and i don't want to bother anybody with unnecessary questions.
Something I noticed with the sdk example is that it apparently doesn't work with (Mo)Dynamics, like the default Modifiers do. That is definitely something I would like to know more about.
any news on your plans with that Particle system you're working on ?
Looking forward to seeing what functionality for interesting motion you have managed to come up with with those 13 modifiers you mention.
On 27/10/2011 at 02:00, xxxxxxxx wrote:
Some of my modifiers are reproducing the standard modifiers, like gravity. The reason is that they need to be controlled with the new control system I've written to control the particles and related functions, like object generation and the modifiers. Since I can't control the standard modifiers to the extent I want, I had to write them myself.
Others are new though and do things that would require TP and a lot of Xpresso to do. The aim was (and is) to produce a more powerful system than the standard emitter but which didn't require the steep learning curve for TP.
I've still got a few things to do and with any luck it'll be released around the end of the year/begining of next year.
On 04/11/2011 at 07:25, xxxxxxxx wrote:
just enjoyed watching this x-particles system by mike batchelor :