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how does pBounce work??

PostPosted: Wed Aug 03, 2016 4:57 pm
by Edwin Rivera
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 :)

Re: how does pBounce work??

PostPosted: Thu Aug 04, 2016 7:45 am
by Sander de Regt
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.

Re: how does pBounce work??

PostPosted: Thu Aug 04, 2016 8:46 am
by Yuri V. Nemets
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,
      },
   },
}

Re: how does pBounce work??

PostPosted: Fri Aug 05, 2016 2:05 pm
by Edwin Rivera
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

Re: how does pBounce work??

PostPosted: Fri Aug 05, 2016 2:13 pm
by Edwin Rivera
pbounce view.PNG
pbounce view.PNG (33.18 KiB) Viewed 3289 times



pbounce.PNG
pbounce.PNG (72.36 KiB) Viewed 3289 times

Re: how does pBounce work??

PostPosted: Fri Aug 05, 2016 2:15 pm
by Edwin Rivera
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

Re: how does pBounce work??

PostPosted: Fri Aug 05, 2016 3:19 pm
by Edwin Rivera
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 3289 times




pbounce particle work (VIEW).PNG
pbounce particle work (VIEW).PNG (54.53 KiB) Viewed 3289 times

Re: how does pBounce work??

PostPosted: Sun Aug 07, 2016 7:46 pm
by Sander de Regt
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.

Re: how does pBounce work??

PostPosted: Sun Aug 07, 2016 7:48 pm
by Sander de Regt
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.

Re: how does pBounce work??

PostPosted: Mon Aug 08, 2016 10:32 pm
by Edwin Rivera
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 :)

Re: how does pBounce work??

PostPosted: Tue Aug 09, 2016 10:20 pm
by Sander de Regt
Edwin,

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



I hope it helps.