Recreate this in Tyflow?
#1
Video 
How would one go about recreating this effect in Tyflow if at all possible? (video attached) I initially thought it was some sort of noise or displacement but the motion has a bit of falloff, delay to it, almost wave like.


Attached Files
.mp4   wave_dots.mp4 (Size: 5.96 MB / Downloads: 46)
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#2
(10-28-2024, 10:17 PM)Domokun Wrote: I initially thought it was some sort of noise or displacement but the motion has a bit of falloff, delay to it, almost wave like.

You can make falloff, by using speed operator, that will push particles in one frame up, then use force operator with gravity applied, that will then slowly take over, and make them fall. 

I did a quick example on how I would approach this, and will try explain what I did for anyone interested. 

First I created a plane 15x15 pixels. 
Then I used birth surface so I have one particle per each vertex. 
I then use send out operator so I send all particles in new event, simply because I wanted to use loop, and I can not connect it to the event with birth operator, only event without birth operator. 
I then applied noise material to the original plane, and animated phase on it. 
I used surface test referencing original plane, and I copy - instanced noise map to that event. so that way it will trigger particles to go to new event. 
In the new event I did what I wrote initially.. just a speed and gravity... since the particles would fall to infinity, I added property test where I told particles if they go bellow zero in Z exis, go to new event to just stop them. You could also use collision operator for this, with zero bounce and 100 friction (if you have uneven surface). 
When they stop in the last event, I just simply copy-instanced same surface test as in the second event, and connected it to second event (I guess, send out would also work here). 
Finally I added shape operator so I make little spheres for the particles.
And I added spline paths (by neighbours) so it connect close particles with splines. 
If you grab TySpline object in tyflow, and go to tyspline modifier, under neighbor splines you can adjust distance to your liking... and in the tyspline mesher you can adjust how fat you want that spline to be. 

Attaching sample file.


Attached Files Thumbnail(s)
   

.max   Plexus_like_animation_.max (Size: 800 KB / Downloads: 27)
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#3
(10-29-2024, 08:17 AM)d4rk3lf Wrote:
(10-28-2024, 10:17 PM)Domokun Wrote: I initially thought it was some sort of noise or displacement but the motion has a bit of falloff, delay to it, almost wave like.

You can make falloff, by using speed operator, that will push particles in one frame up, then use force operator with gravity applied, that will then slowly take over, and make them fall. 

I did a quick example on how I would approach this, and will try explain what I did for anyone interested. 

First I created a plane 15x15 pixels. 
Then I used birth surface so I have one particle per each vertex. 
I then use send out operator so I send all particles in new event, simply because I wanted to use loop, and I can not connect it to the event with birth operator, only event without birth operator. 
I then applied noise material to the original plane, and animated phase on it. 
I used surface test referencing original plane, and I copy - instanced noise map to that event. so that way it will trigger particles to go to new event. 
In the new event I did what I wrote initially.. just a speed and gravity... since the particles would fall to infinity, I added property test where I told particles if they go bellow zero in Z exis, go to new event to just stop them. You could also use collision operator for this, with zero bounce and 100 friction (if you have uneven surface). 
When they stop in the last event, I just simply copy-instanced same surface test as in the second event, and connected it to second event (I guess, send out would also work here). 
Finally I added shape operator so I make little spheres for the particles.
And I added spline paths (by neighbours) so it connect close particles with splines. 
If you grab TySpline object in tyflow, and go to tyspline modifier, under neighbor splines you can adjust distance to your liking... and in the tyspline mesher you can adjust how fat you want that spline to be. 

Attaching sample file.

Nice! Thanks for sharing!
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#4
(10-28-2024, 10:17 PM)Domokun Wrote: How would one go about recreating this effect in Tyflow if at all possible? (video attached) I initially thought it was some sort of noise or displacement but the motion has a bit of falloff, delay to it, almost wave like.

Thank you so much for your help! This is amazing. I'll post a final version once I've rendered things out! I have another "challenge" I may embark on once this project is complete.
@ d4rk3lf  - Your Tyflow skills/knowledge are pretty awesome, have you ever thought of doing a Youtube Channel?
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#5
(10-28-2024, 10:17 PM)Domokun Wrote: How would one go about recreating this effect in Tyflow if at all possible? (video attached) I initially thought it was some sort of noise or displacement but the motion has a bit of falloff, delay to it, almost wave like.

Hi. I can't seem to get this working properly. Your sample scene is perfect. However I cannot get the spline paths to show up on my mesh! I add the operator, it gets created in my viewport but the lines do not show up. I can do it in another scene but then it does odd things like double the lines or add weird connections. Lemme send a sample. I am using Tyflow 1.119


Attached Files
.max   Plexus_noSpline_connection.max (Size: 752 KB / Downloads: 10)
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#6
Grab your TySplines object, and in modify panel in TySplines modifier, there is a rollout neighbour splines. 
Just increase the max dostance parameter. 

Now, I must say that it didn't worked for me at first... it got some weird results.... Maybe because I am using 1.117 and you are on 1.119, so I deleted TySplines, and just created another one from TySplines operator, and then it worked. 



Quote:@ d4rk3lf  - Your Tyflow skills/knowledge are pretty awesome, have you ever thought of doing a Youtube Channel?

Thanks, but I could never get used to infinitely repeat: "Comment, subscribe, hit the bell button... etc". Big Grin 

Maybe some day, some sort of short, fast paced tutorials.
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#7
(11-14-2024, 03:19 AM)rusty Wrote:
(10-29-2024, 08:17 AM)d4rk3lf Wrote:
(10-28-2024, 10:17 PM)Domokun Wrote: I initially thought it was some sort of noise or displacement but the motion has a bit of falloff, delay to it, almost wave like.

You can make falloff, by using speed operator, that will push particles in one frame up, then use force operator with gravity applied, that will then slowly take over, and make them fall. 

I did a quick example on how I would approach this, and will try explain what I did for anyone interested. 

First I created a plane 15x15 pixels. 
Then I used birth surface so I have one particle per each vertex. 
I then use send out operator so I send all particles in new event, simply because I wanted to use loop, and I can not connect it to the event with birth operator, only event without birth operator. 
I then applied noise material to the original plane, and animated phase on it. 
I used surface test referencing original plane, and I copy - instanced noise map to that event. so that way it will trigger particles to go to new event. 
In the new event I did what I wrote initially.. just a speed and gravity... since the particles would fall to infinity, I added property test where I told particles if they go bellow zero in Z exis, go to new event to just stop them. You could also use collision operator for this, with zero bounce and 100 friction (if you have uneven surface). 
When they stop in the last event, I just simply copy-instanced same surface test as in the second event, and connected it to second event (I guess, send out would also work here). 
Finally I added shape operator so I make little spheres for the particles.
And I added spline paths (by neighbours) so it connect close particles with splines. 
If you grab TySpline object in tyflow, and go to tyspline modifier, under neighbor splines you can adjust distance to your liking... and in the tyspline mesher you can adjust how fat you want that spline to be. 

Attaching sample file.

Nice! Thanks for sharing!

I got this far but am still unsuccessful. Nothing seems to happen with all my events...  My dots are born, my texture animated but my dots are not driven by the force or noise... Attaching a Max file. I could just use yours but I wanted to learn here. After 3 hours of trouble shooting and trying and retrying I've decided to ping you.


Attached Files
.max   tyflow_fallingdot_Domos.max (Size: 648 KB / Downloads: 10)
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#8
I had a quick look...
Overall, you did a good job...

But first of all, your gravity is positive, so once they are moved by speed, the just are further pushed by gravity up. Use negative values for gravity, so they fall down.
Secondly, your units setup is set that it display in meters... Go to units, set display to CM, so you don't have to type in 0,0001 for speed (in meters)... but more like 0,1 or 1 (in cm).
So, your system basically works, it's just, the values are too strong... speed is too strong, and then your gravity further pushes them up.
Again, my suggestion is that you switch to cm display units, and play with values with speed, and negative values with gravity.

Also, if you want to trigger more particles with surface test operator (right now, only few are triggered), set "rgb greater then" to lover value... I think 80 is a good number.

Hope this helps.
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#9
(11-18-2024, 10:23 AM)d4rk3lf Wrote: I had a quick look...
Overall, you did a good job...

But first of all, your gravity is positive, so once they are moved by speed, the just are further pushed by gravity up. Use negative values for gravity, so they fall down.
Secondly, your units setup is set that it display in meters...  Go to units, set display to CM, so you don't have to type in 0,0001 for speed (in meters)... but more like 0,1 or 1 (in cm).
So, your system basically works, it's just, the values are too strong... speed is too strong, and then your gravity further pushes them up.
Again, my suggestion is that you switch to cm display units, and play with values with speed, and negative values with gravity.

Also, if you want to trigger more particles with surface test operator (right now, only few are triggered), set "rgb greater then" to lover value... I think 80 is a good number.

Hope this helps.
Excellent! Thank you so much! Trying now.
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#10
(11-18-2024, 04:35 PM)Domokun Wrote:
(11-18-2024, 10:23 AM)d4rk3lf Wrote: I had a quick look...
Overall, you did a good job...

But first of all, your gravity is positive, so once they are moved by speed, the just are further pushed by gravity up. Use negative values for gravity, so they fall down.
Secondly, your units setup is set that it display in meters...  Go to units, set display to CM, so you don't have to type in 0,0001 for speed (in meters)... but more like 0,1 or 1 (in cm).
So, your system basically works, it's just, the values are too strong... speed is too strong, and then your gravity further pushes them up.
Again, my suggestion is that you switch to cm display units, and play with values with speed, and negative values with gravity.

Also, if you want to trigger more particles with surface test operator (right now, only few are triggered), set "rgb greater then" to lover value... I think 80 is a good number.

Hope this helps.
Excellent! Thank you so much! Trying now.
Here is my "final" version. There are some issues but I'll take another pass at some point. Issues:
There are sections where whole dots rise evenly
sometimes connecting lines disappear

Thank you so much for your help. I'll post the next "challenge "soon as I stumble upon it.


Attached Files
.mp4   fr.mp4 (Size: 6.67 MB / Downloads: 8)
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