Falling buttons logo – Part 3
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In this tutorial for 3ds max we’ll continue to work at the Falling buttons logo series and this time we’ll take a look at how we can solve the problem using Thinking Particles from Cebas. It is a rule-based particle system, but it is a lot more of it. This video will be useful to start playing with it, trying to understand the differences between particle event-driven and rule-based. We’ll see how to create the basic setup using some nodes as MatterWaves, dynamic forces, collision with the ground and inter-particle collision. We’ll see how to add UV Coordinates, materials, and how to cache the particles to have a faster way to interact with the scene. We’ll start introducting conditions too, just to decide when the particle emitter is active or not. Rendering and compositing can be done using same parameters used in Part 2.
Discussion
8 Responses to “Falling buttons logo – Part 3”Leave a Comment
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Is this something that can be done in Blender?
Sure it can be done in Blender
Hi Danny, thanks for posting. Sure you can do it in Blender too, you have just to choose the dynamic feature you’d like to use to do it.
Pretty needs tutor! Thanx. But i can’t add “gravity” to StdForce’s “Deactive List”. So can’t finish this work. Sorry for my bad english.
Hi, thanks for following us. You are not able to add the gravity to StdForce Deactive List because you need to use the “bind to space warp” feature before. Using it you can link the gravity to the Thinking Particles particle system. If you have still problems please contact us again.
So i did anything exactly as you showed. Of course i linked gravity to Cebas TP, but deactive list is steel ampty. Ok, i will check all my scene (may be i have mistake somewhere) Thanx!
Ok, if you have still problems with it, please send me your scene at [email protected] and I’ll check it too
Hi Alessandro I have been following your tutorials they are fantastic!
I am having a small problem:
When the falling buttons collide with the deflector they bounce up and continue to float away. I have gravity in the active list of standard force exactly like the tutorial, the gravity works until the bounce then it doesn’t affect the particles.
I cannot see a variable to change bounciness in thinking particles either.
Any ideas on how stop the particles bouncing away forever?
Thanks