Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 28-01-2004 , 03:48 AM
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Join Date: Jul 2003
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particles to form polygon body mesh

user added image

I am trying for an effect where a polygon mesh of a human body dissolves (morphs) into atoms (which would be instanced to particles) but the particles would need to maintain the shape of the body.

I have tried this on the most basic level with a cylinder and I can get them to maintain the shape, but thats with simple geometry. The poly mesh I have is way more complex. Lots of polys....

Any suggestions?

# 2 28-01-2004 , 03:55 AM
mtmckinley's Avatar
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Location: Seattle, WA
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sounds like a surface emitter with 0 speed so they just stay on the surface. You could then hide the surface if you wanted and only the particles would remain.

If you then wanted, rig and animate the surface and the particles will still follow.

# 3 28-01-2004 , 04:03 AM
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Thanks, that worked great. I will just use dissolves to "tween" the surface to the atoms. I am basically doing an animation with a voice over that explains "...the human body is made up of atoms..." and as that is spoken, the body will dissolve into atoms....I think it will work great. thanks so much again! As always....

# 4 28-01-2004 , 04:26 AM
ragecgi's Avatar
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You could also use an opacityPP dynamic attribute to either fade-in the particles over time, or pop them in one by one.

...or render the particles separately, and do some post compositing funkyness for funuser added image


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izzylong.com
# 5 28-01-2004 , 04:39 AM
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cool thanks, i was going to render them separately. I instanced my atoms and their are just so many. I will have to just lessen the concentration somehow but I fear the effect wont look as good. But even with my 2 1.73 Ghz processors and 1 gig of ram, its still slow. ;/

Thanks though...i'll keep trying...

# 6 29-01-2004 , 08:37 AM
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Join Date: Nov 2002
Location: Pakistan
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well u can do one more thing to fade the particle away...
u can connect the particle to a ramp ....... and
when u want to blow away the body u can key the turbulance field over to time....to create an effects like body is blown out with motion like(dispersed)....and the other thing u can use....goal to drive the particle

and if u want to that particle form a character u can use....goalPP Attribute to manage particles that are immited from emitter for a perfect .....effect..

hope...this helps..!


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# 7 30-01-2004 , 12:16 AM
Dann's Avatar
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Another thought is to make your polygon body (or a high res smooth verion of it) a goal of the particles with a medium setting(0.5?), and then add some turbulence. The particles should try and hang out on the surface, but the turbulence will make sure they are always in motion.

Just a thought.

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