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how does pBounce work??

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Edwin Rivera

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how does pBounce work??

PostWed Aug 03, 2016 4:57 pm

Hi,

Im trying to make the particles bounce to an image plane in a 90 degree angle but everytime i do put the pBounce the particles just tresspass the image plane


Where do i have to connect the pBounce to in other for it to work??

thank you and have a nice day :)
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Sander de Regt

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Re: how does pBounce work??

PostThu Aug 04, 2016 7:45 am

Basically you have to make a region in the pBounce that coincides with your image plane.

Can you post the comp you have now? That makes it easier to troubleshoot.
Sander de Regt

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Yuri V. Nemets

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Re: how does pBounce work??

PostThu Aug 04, 2016 8:46 am

Code: Select all
{
   Tools = ordered() {
      pRender1 = pRender {
         Inputs = {
            ["_MotionBlurWarning"] = Input { Disabled = true, },
            GlobalOut = Input { Value = 100, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            IntegrationMethod = Input { Value = FuID { "RK4", }, },
            ["MaterialID.MaterialID"] = Input { Value = 1, },
            ["ObjectID.ObjectID"] = Input { Value = 1, },
            Input = Input {
               SourceOp = "pBounce1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 825, 115.5, }, },
      },
      pBounce1 = pBounce {
         ID = 5,
         Inputs = {
            Input = Input {
               SourceOp = "pEmitter1",
               Source = "Output",
            },
            Region = Input { Value = FuID { "MeshRegion", }, },
            ["MeshRegion.MeshInput"] = Input {
               SourceOp = "Merge3D1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 660, 115.5, }, },
      },
      Merge3D1 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "Shape3D1",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "Shape3D1_1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 660, 49.5, }, },
      },
      Shape3D1_1 = Shape3D {
         CtrlWZoom = false,
         Inputs = {
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["Transform3DOp.Translate.X"] = Input { Value = -0.91278828896649, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 0.667455158793997, },
            Shape = Input { Value = FuID { "SurfaceCubeInputs", }, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
            ["SurfaceCubeInputs.SizeLock"] = Input { Value = 0, },
            ["SurfaceCubeInputs.Width"] = Input { Value = 0.02, },
            ["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 770, 49.5, }, },
      },
      Shape3D1 = Shape3D {
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input { Value = 0.790709872147412, },
            Shape = Input { Value = FuID { "SurfaceCubeInputs", }, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["SurfaceCubeInputs.SizeLock"] = Input { Value = 0, },
            ["SurfaceCubeInputs.Width"] = Input { Value = 0.02, },
            ["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 660, -16.5, }, },
      },
      pEmitter1 = pEmitter {
         ID = 1,
         Inputs = {
            Number = Input { Value = 5, },
            VelocityControls = Input { Value = 1, },
            Velocity = Input { Value = 0.5, },
            Angle = Input { Value = 14.5454545, },
            ["ParticleStyle.ColorOverLife"] = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 1, 1, 1, 1, },
                  },
               },
            },
            ["ParticleStyle.SizeOverLife"] = Input {
               SourceOp = "pEmitter1SizeoverLife",
               Source = "Value",
            },
            ["ParticleStyle.BlurOverLife"] = Input {
               SourceOp = "pEmitter1BluroverLife2D",
               Source = "Value",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 495, 115.5, }, },
      },
      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 = 0, Green = 0, Blue = 0, },
         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 = 0, Green = 0, Blue = 0, },
         NameSet = true,
      },
   },
}
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Edwin Rivera

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Re: how does pBounce work??

PostFri Aug 05, 2016 2:05 pm

Here is what i got so far in the workflow

you may notice that i didn't put the p bounce in it because it will not work, but i also guess that i may have something wrong during what i got so far
Attachments
pbounce.PNG
workflow
pbounce.PNG (72.36 KiB) Viewed 2656 times
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Edwin Rivera

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Re: how does pBounce work??

PostFri Aug 05, 2016 2:13 pm

pbounce view.PNG
pbounce view.PNG (33.18 KiB) Viewed 2656 times



pbounce.PNG
pbounce.PNG (72.36 KiB) Viewed 2656 times
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Edwin Rivera

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Re: how does pBounce work??

PostFri Aug 05, 2016 2:15 pm

you may notice i didn't put the pbounce and its because i can't connect it unless is connected in between the emitter and render particles and it still does not work
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Edwin Rivera

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Re: how does pBounce work??

PostFri Aug 05, 2016 3:19 pm

I FINALLY ACHIEVED IT

it worked with a Shape 3D> Plane

if the pbounce region is defined as "Mesh" it works perfectly

but when i tried to use a Background Image plane 3D it would not work...it just trespass it

i guess that it must be defined as something else but i don't know what it is??


also the shape 3D must be linked to the pbounce otherwise it doens't work


(WHAT I POSTED WAS KINDA OBVIOUS TO SOME, BUT FOR NOOBIES LIKE ME I RATHER POINT IT OUT ANYWAYS I JUST WANT TO HELP TO :D )

PBOUNCE RESOLVED.PNG
PBOUNCE RESOLVED.PNG (52.84 KiB) Viewed 2656 times




pbounce particle work (VIEW).PNG
pbounce particle work (VIEW).PNG (54.53 KiB) Viewed 2656 times
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Sander de Regt

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Re: how does pBounce work??

PostSun Aug 07, 2016 7:46 pm

Edwin, one way to post your comps that is really useful as well is by selecting all your nodes, pressing CTRL+C and then going into this forum, click the 'code' button and then pressing CTRL+V.
This way we can get a working copy of the comp you're working on, so we can see more clearly what it is you're doing. This is more useful than screenshots most of the time.
Sander de Regt

ShadowMaker SdR
The Netherlands
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Sander de Regt

  • Posts: 3584
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Re: how does pBounce work??

PostSun Aug 07, 2016 7:48 pm

Edwin Rivera wrote:when i tried to use a Background Image plane 3D it would not work...it just trespass it

What do you mean by this? An Image Plane 3D is basically the same as a shape->plane, so I don't know why the results should be different.
Sander de Regt

ShadowMaker SdR
The Netherlands
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Edwin Rivera

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Re: how does pBounce work??

PostMon Aug 08, 2016 10:32 pm

Hi Sander,


Thanks for letting me know about the copy and paste, like i said i am new here so i'm still figuring out how everything works :)


about the image plane 3D----> yeah i still don't know if i did something wrong in the particles or something

but it works easier with a Shape 3D> Plane

than a BG> Image plane 3D

but whatever works i guess :)
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Sander de Regt

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Re: how does pBounce work??

PostTue Aug 09, 2016 10:20 pm

Edwin,

This is the way you copy and paste from the forum:



I hope it helps.
Sander de Regt

ShadowMaker SdR
The Netherlands

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