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Organic Growth
PostPosted: Mon Aug 28, 2006 11:55 am Reply with quote
Oleg
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Joined: 26 Sep 2004
Posts: 5703
Location: The Hundredth Town, USA




Here's animations from the times of beta-testing PFTools:Box#3 that resulted in the Blood Moon example. Below is image from one of the tests. The animation shows neuron-system type of growth inside a limited space. The animation (640x480, 500 frames and 16MB zipped, heavy!) can be found here: SpawnGrow3.zip



Last edited by Oleg on Mon Aug 28, 2006 11:56 am; edited 1 time in total
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PostPosted: Mon Aug 28, 2006 11:55 am Reply with quote
Oleg
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Joined: 26 Sep 2004
Posts: 5703
Location: The Hundredth Town, USA




And with few parameter adjustments we can go from Crystal... (Animation: CrystalGrow.zip 2.86MB)




... to Organic ... (Animation: OrganicGrow.zip 5.06MB)





... and from a plane to a sphere. (Animation: BloodMoon.zip 9.13MB)



Thanks,
Oleg B.

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Awesome flow!
PostPosted: Tue Sep 24, 2013 6:37 pm Reply with quote
BobDyce
Joined: 17 Sep 2013
Posts: 5




Hi Oleg,

Any chance you could share a scene file with some of these flows?

Thanks,
Bob Dyce
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PostPosted: Tue Sep 24, 2013 8:17 pm Reply with quote
Oleg
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Joined: 26 Sep 2004
Posts: 5703
Location: The Hundredth Town, USA




The end result is already a part of the Box#3 sample files; it's called BloodMoon.max.

Thanks,
Oleg B.

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PostPosted: Wed Sep 25, 2013 4:15 pm Reply with quote
BobDyce
Joined: 17 Sep 2013
Posts: 5




Thanks! I just took a look - very cool!!

In the BloodMoon example I see that you have the particles conformed to a sphere primitive. In the first example you've got a similar flow that seems to conform to the volume of a torus know.

What I am hoping to do is setup 2 flows:
1. I can assign a piece of poly geometry for the flow to stay inside - effectively filling the volume.

2. A flow where I can assign a piece of poly geometry and the particles conform to the surface and grow / spread across the surface.

It seems like the makings of both of these flows are in the BloodMoon example, but my Box 3 skills are not up to the task. Any way you could help me out or point me in the right direction?


Thank you so much!!

Bob Dyce
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Organic growth - shape control for particle placement?
PostPosted: Tue Oct 08, 2013 3:31 pm Reply with quote
Jim S
Joined: 08 Oct 2013
Posts: 1
Location: New York City




I agree with Bob, great preset, thanks for sharing! But it would be nice to have more of a breakdown of how to replace the sphere that the particles are growing on with another piece of geometry. My Box#3 skills are still somewhat beginner level... I opened the flow that's in your file and I find a Scalar node (renamed Sphere Radius) that controls the radius of the sphere that the particles are growing on, but there seems to be no reference geometry. Are all the Offset Direction and Spawn Offset nodes creating the "sphere" that they are spawning on? I tried creating a new sphere and brought that in with a Select Object node, plugged into a Geometry - Object Surface node to replace the Scaler node but that didn't work. Your flow is very complex and hard for me to comprehend so an explanation of how this works would be greatly appreciated. Thanks!
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PostPosted: Thu Oct 10, 2013 8:11 am Reply with quote
Oleg
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Joined: 26 Sep 2004
Posts: 5703
Location: The Hundredth Town, USA




Please keep in mind that Blood Moon example was not conceived with a tutorial or learning in mind; it's an example of the technical abilities of Box#3 functionality.

For Box#3 tutorials and learning please look for other sources.

Thanks,
Oleg B.

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Organic Growth
PostPosted: Wed Oct 16, 2013 12:03 pm Reply with quote
mspaw
Joined: 29 Mar 2005
Posts: 61
Location: SF, CA




Oleg-

Any chance you can either upload files for the other samples here or someone else give a stab at recreating the effect? Some of use are still very much learning box3 and this is really a stand up effect/not to easy to just cook up.

Im particularly interested in the "growth inside a limited space" version but would love to see all three.

All the best!

-Michael
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Organic Growth
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