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particle to follow inside a shape

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Helge Tjelta

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particle to follow inside a shape

PostTue Sep 01, 2015 11:40 am

Hi, is it possible to make a particle run/move inside a long and bended cylinder ?

Almost like a roll-a-coster
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Rony Soussan

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Re: particle to follow inside a shape

PostTue Sep 01, 2015 8:17 pm

Try this setup (copy and paste code into flow)

Code: Select all
{
   Tools = ordered() {
      Bender3D2 = Bender3D {
         CtrlWZoom = false,
         Inputs = {
            SceneInput = Input {
               SourceOp = "Shape3D1",
               Source = "Output",
            },
            Bender = Input { Value = FuID { "Taper", }, },
            Amount = Input { Value = -0.2, },
         },
         ViewInfo = OperatorInfo { Pos = { 4015, -610.5, }, },
      },
      Shape3D1 = Shape3D {
         Inputs = {
            ["Transform3DOp.Scale.X"] = Input { Value = 0.375925, },
            Shape = Input { Value = FuID { "SurfaceCylinderInputs", }, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 5, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 4, },
            ["SurfaceCylinderInputs.Radius"] = Input { Value = 0.619047619047619, },
            ["SurfaceCylinderInputs.Height"] = Input { Value = 25, },
            ["SurfaceCylinderInputs.SubdivisionLevelHeight"] = Input { Value = 77, },
            ["SurfaceCylinderInputs.ObjectID.ObjectID"] = Input { Value = 5, },
         },
         ViewInfo = OperatorInfo { Pos = { 3905, -610.5, }, },
      },
      Bender3D1 = Bender3D {
         Inputs = {
            SceneInput = Input {
               SourceOp = "Bender3D2",
               Source = "Output",
            },
            Amount = Input { Value = 0.542857142857143, },
            Center = Input { Value = 0.0952380952380952, },
         },
         ViewInfo = OperatorInfo { Pos = { 4180, -610.5, }, },
      },
      pBounce1 = pBounce {
         ID = 180,
         Inputs = {
            Input = Input {
               SourceOp = "pEmitter1",
               Source = "Output",
            },
            Region = Input { Value = FuID { "MeshRegion", }, },
            ["MeshRegion.MeshInput"] = Input {
               SourceOp = "Bender3D1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 4180, -511.5, }, },
      },
      pEmitter1 = pEmitter {
         ID = 176,
         Inputs = {
            Number = Input { Value = 50, },
            Lifespan = Input { Value = 119.047619047619, },
            LifespanVariance = Input { Value = 35.7142857142857, },
            PositionVariance = Input { Value = 0.00380952380952381, },
            VelocityControls = Input { Value = 1, },
            Velocity = Input { Value = 1, },
            VelocityVariance = Input { Value = 0.21, },
            Angle = Input { Value = 126.3636363, },
            Style = Input { Value = FuID { "ParticleStyleBlob", }, },
            ["ParticleStyle.ColorControls"] = Input { Value = 1, },
            ["ParticleStyle.ColorOverLife"] = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 1, 1, 1, 1, },
                  },
               },
            },
            ["ParticleStyle.SizeControls"] = Input { Value = 1, },
            ["ParticleStyle.Size"] = Input { Value = 0.07, },
            ["ParticleStyle.SizeOverLife"] = Input {
               SourceOp = "pEmitter1SizeoverLife",
               Source = "Value",
            },
            ["ParticleStyle.FadeControls"] = Input { Value = 1, },
            ["ParticleStyle.FadeOut"] = Input { Value = 0, },
            ["ParticleStyle.BlurOverLife"] = Input {
               SourceOp = "pEmitter1BluroverLife2D",
               Source = "Value",
            },
            ["SphereRgn.Translate.Y"] = Input { Value = -4.68689667646852, },
            ["SphereRgn.Translate.Z"] = Input { Value = 0.110223743039268, },
            ["SphereRgn.Size"] = Input { Value = 0.257142857142857, },
            ["MeshRegion.WindingRule"] = Input { Value = FuID { "Positive", }, },
            ["MeshRegion.WindingRayDirection"] = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 3905, -511.5, }, },
      },
      pEmitter1SizeoverLife = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5, }, Flags = { Linear = true, }, },
               [1] = { 0.5, LH = { 0.7, 0.5, }, Flags = { Linear = true, }, },
            },
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64, },
         NameSet = true,
      },
      pEmitter1BluroverLife2D = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5, }, Flags = { Linear = true, }, },
               [1] = { 0.5, LH = { 0.7, 0.5, }, Flags = { Linear = true, }, },
            },
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64, },
         NameSet = true,
      },
      pRender1 = pRender {
         Inputs = {
            ["_MotionBlurWarning"] = Input { Disabled = true, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            OutputMode = Input { Disabled = true, },
            IntegrationMethod = Input { Value = FuID { "RK4", }, },
            ["MaterialID.MaterialID"] = Input { Value = 6, },
            ["ObjectID.ObjectID"] = Input { Value = 6, },
            Input = Input {
               SourceOp = "pBounce1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 4565, -511.5, }, },
      },
      Merge3D1 = Merge3D {
         Inputs = {
            ["Transform3DOp.Translate.Y"] = Input { Value = -4.59733110607844, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 0.10704914423565, },
            SceneInput1 = Input {
               SourceOp = "pRender1",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "Bender3D1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 4675, -511.5, }, },
      },
   },
}
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Helge Tjelta

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  • Joined: Fri Mar 08, 2013 8:07 am
  • Location: Oslo, NORWAY

Re: particle to follow inside a shape

PostWed Sep 02, 2015 7:18 am

Thanks, beautiful and perfect!
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Rony Soussan

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Re: particle to follow inside a shape

PostWed Sep 02, 2015 5:20 pm

Glad that worked out for you.
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Helge Tjelta

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Re: particle to follow inside a shape

PostThu Sep 03, 2015 1:31 pm

But that pBounce you have has a mesh input. The ordinary pBounce in fusion does not... why is your example different ?
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Rony Soussan

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Re: particle to follow inside a shape

PostThu Sep 03, 2015 5:07 pm

It does. In the region section, select the drop down and choose mesh.
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Helge Tjelta

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Re: particle to follow inside a shape

PostThu Sep 03, 2015 6:44 pm

aha, the extra input does not show until I have chosen mesh the first time...
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Rony Soussan

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Re: particle to follow inside a shape

PostThu Sep 03, 2015 7:18 pm

Correct, same with bitmaps

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