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Steam Box (Thinking Particles/Pyrocluster)
Posted: 20 July 2019 02:10 AM   [ Ignore ]  
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This is a continuation from the Inflate/Deflate Rubber Bag post. I thought it would be best to start a new post, as this will be different in concept.

I have set up a particle system using Thinking Particles and Pyrocluster. However, I’m just not happy with the result. As you can see in the attached render, the steam radius, as defined within the Pyrocluster material, seems to be protruding outside the steam box. The file below contains the C4D file, Storyboard (showing steam), and a render:

https://www.dropbox.com/s/y96ltn7jejgbz05/steam box.zip?dl=0

Is it possible to keep the steam within the box? If Pyrocluster/particles isn’t the answer here, would you have any suggestions on doing this in post (After Effects)?

Thanks!
Matt

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Posted: 20 July 2019 02:47 AM   [ Ignore ]   [ # 1 ]  
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Hi Matt,

Thanks for the files and the updated storyboard. Looks great.

Here is your file back:
https://www.amazon.com/clouddrive/share/IghovHEjx9LyLYUvZHUIeaEAZLI87j1oQFaonaT9U9I

Please have a look at the Xpresso, I have streamlined it, and have set the processing order. (X-Manager, top to bottom)

The option that you need to keep the steam inside is the PyroCluster>Globals> Use InterSections.
https://help.maxon.net/us/#PYROSHADER-PS_GLOBALS_GROUP
Scroll down to the smoke-filled wooden Box

Tips and Tricks:
https://help.maxon.net/us/#5519

An alternative would be Material> Fog (which will not work with your current Steam box:
Place a Correction Deformer under it and select (point mode) all. All of a sudden, there is a Cylinder. I assume that is a 3rd party model?

Thinking Particles can be produced with the MoGraph Matrix, for example. Object Volume mode would be a start.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 20 July 2019 03:57 AM   [ Ignore ]   [ # 2 ]  
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Thanks Dr. Sassi.

And thank you for the storyboard suggestion! The client already had some changes, so it was nice to just change that, and not have to re-do the animation.

Thanks for streamlining my Xpresso too! Much better smile

Please take a look at the updated file:
https://www.dropbox.com/s/pafu87fsekpodug/steam box 2.zip?dl=0

Even with Use Intersection enabled, I am still getting particles outside the box. I think I have set up the fog material as you have suggested. Is this what you mean?

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Posted: 20 July 2019 06:20 AM   [ Ignore ]   [ # 3 ]  
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Hi Matt,

Please have a look at this file:
https://www.amazon.com/clouddrive/share/fwgoM5QupEXDJesNT85LSsSaFRaX7tJne0uOOGHjEZ2

I have recreated the bouncing/steam box, as the old one, as mentioned above, was kind of weird.

I have used lights as steam here, they do not produce illumination, just visible light. Which can be set in the Noise section to a certain quality. However, check all tabs for changes. Lights are the most underestimated and used objects. I see them more often than not, mostly in default. Anyway, the use in a Cloner-Object allows for the option to cache them. In this way, it is possible to select and hide unwanted steam-balls.

I have used different sizes of the new deflector/steam box.

In the provided file, the Geometry for bounce or Kill was the same. That makes no sense. If it doesn’t bounce, it will not trigger a kill command.

Steam is not moving with the same speed to the wall and then vanishes. Which gave me the option to introduce some friction, based on age. That the Deflector isn’t working had three reasons. First, the speed was too high to trigger all, as it is done only once per frame> Secondly, the PWind is adding speed to it, which made it even worse. Third, the system is not really up-to-date, you mentioned that before, and yes, X-Particles is newer.

How would I do with TP these days? I would set up a scene ten times slower than needed. Save that as Alembic and speed it up.

I have introduced a fog object/material, which fakes a full filled steam box after a while.

Enjoy your weekend.

P.S.: I could think of a short particle burst, introducing the steam, and then having the shape and bladder as defined steam-volume either way, as fog only. Quick and informative.
Here is just the fog set up with an animated space for it.
https://www.amazon.com/clouddrive/share/PPSczGPNQvsYZbmOi2wXSkc7TDvoo8zBBuJgNmn1KRE

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 21 July 2019 01:08 AM   [ Ignore ]   [ # 4 ]  
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Matt,

Here is a particle free, steam animation. Change the animation speed (RandomField> Noise) and the sphere position (to fake the incoming steam):
https://www.amazon.com/clouddrive/share/YD13jZhn0fKPzFZgse1CQEqQ7fgxSBFox1Ih8Z5VPz0

Particle free and very easy to art direct.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 21 July 2019 02:18 AM   [ Ignore ]   [ # 5 ]  
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Oh wow, these are all really great examples Dr.Sassi! Thank you so much for your effort with these files.

I really wish they would add the ability to cache volumes. Maybe will be added to R21 :D

Thanks again sir, and hope you’ve had a great weekend.
Matt

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Posted: 21 July 2019 06:09 AM   [ Ignore ]   [ # 6 ]  
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Thanks a lot, Ben, very kind of you.

For any suggestions, please use the Maxon website:
https://www.maxon.net/en-us/support/suggestions/

What is not suggested might not even find its way to the brainstorming, so: the squeaky wheel gets the oil.

I can only help to fine-tune suggestions, anything else would be better – at the link above.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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