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Snow particles
Posted: 13 June 2012 01:29 PM   [ Ignore ]
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I bought a scene by Magaremoto that displays snowfall on a mountain, a tree and a rock.  However, I added a car to the scene. (pic 1)
The scene is 20 seconds long. At about 15 seconds, the snow from a particle emitter has fallen on the mountain, the tree and the rock, but not on the car that I added. What am I doing wrong? How can I make the snow fall on the car too? I added Magaremoto settings.Thanks.

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Posted: 13 June 2012 02:30 PM   [ Ignore ]   [ # 1 ]
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Is it possible to link to the product page, so that people here can read the description?


I can’t say for sure, but I doubt the snow on the mountain, tree and grass is from the particle emitter. The effect may be shader driven (especially the terrain.) Nearly everything in Carrara can be controlled by key frames. I think that you are looking at various effects timed to work with the particle emitter. If you look at the settings for the particles, the Die On Impact checkbox is checked, which means as soon as the particle hits an object, it’s gone.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 13 June 2012 02:46 PM   [ Ignore ]   [ # 2 ]
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evilproducer - 13 June 2012 02:30 PM

Is it possible to link to the product page, so that people here can read the description?

Yeah. This is possible. Here is a pic of the browser settings (pic 1) and a pic of the product’s description. (pic 2)

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Posted: 13 June 2012 04:31 PM   [ Ignore ]   [ # 3 ]
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Could be wrong, but in your picture 4 (advanced settings): “collide with scene objects” should be checked. And if doing this you have to change the basic particle setting to “Free in the scene”.

It will not build up to some volume, but a least the snow should lie down on the car.

edit: and of course what evilproducer said: die on impact will not help smile

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Posted: 13 June 2012 05:54 PM   [ Ignore ]   [ # 4 ]
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I tried all those options. Did not help.

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Posted: 13 June 2012 06:11 PM   [ Ignore ]   [ # 5 ]
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argus1000 - 13 June 2012 05:54 PM

I tried all those options. Did not help.

You may need to look at other options, such as key framed shader functions to make snow on the car or modeling snow with morphs, so that you can key frame it’s coverage.

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Posted: 13 June 2012 06:18 PM   [ Ignore ]   [ # 6 ]
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argus1000 - 13 June 2012 05:54 PM

I tried all those options. Did not help.

I had these settings working with some cherry blossoms falling down and lie still for a still picture (after some animation pre-run to let start and settle down the particles) Shouldn’t be so different. Carrara 8.

edit: And after reviewing my post: at DAZ: fix those picture dimension scaling in the forums, so some values could at least be read. Or, for something completely different: publish a comprehensive manual.

 

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Posted: 14 June 2012 11:22 AM   [ Ignore ]   [ # 7 ]
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Thanks, guys, but I’m still mystified by how did Magaremoto make the snow STAY on the mountain and grass (and he had “die on impact checked!”) and that snow won’t stay on the car I introduced. I’m baffled by this mystery. .
I know now it had to do with keyframing the shaders, but how?

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Posted: 14 June 2012 01:06 PM   [ Ignore ]   [ # 8 ]
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hello Argus1000,

I apologize for the delay. The snow that I have created is a big bonfire slowed down and stretched out, as you can see; if you want to see the snowflakes on the car theoretically you have to uncheck “die on impact”, increasing significantly the number of particles/sec and their size. I have post some shots where you can see some changes to let you see the particles that accumulate on the ground. Moreover I added two other shots to explain that the effect of snow on objects is given by the transition over time of similar objects that are deformed (slightly bulged), appearing and disappearing simultaneosly. in the case of the mountain and grass as well, the transition is at the shaders level. However, I’m going to do some more tests in depth ASAP

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Posted: 14 June 2012 02:46 PM   [ Ignore ]   [ # 9 ]
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Thanks, Magaremoto, for answering. What I really want to do is have snow falling and staying on the ground of a small village (see pic), on the streets, the rooftops and cars, maybe also the tree branches. It is not necessary that the snow be falling (though it would be nice), but it is necessary that snow be on the ground. Do you think its possible, considering the size of the set?

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Posted: 14 June 2012 03:24 PM   [ Ignore ]   [ # 10 ]
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Not really being experienced, you can though you might have to approach it by in the time line adjusting shaders for snow on the buildings cars etc.

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Posted: 14 June 2012 04:16 PM   [ Ignore ]   [ # 11 ]
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Hi Argus smile

Many things are possible,. but this particle effect, Snow falling on objects and creating volume in Carrara isn’t practical, since the number of particles required would me huge and that eats up memory. and that slows things down.

Also,. remember that particles in carrara have no volume,. that’s why you can’t fill a glass with liquid (meta-particles),
So,.. you need to fake it another way.
you need to create a Volume which can rise, and make it look like the particles are creating that volume.

Magaremoto has used animated shaders, and possibly secondary objects “duplicates”  (I think), with different shaders, animated to rise-up, to create the volume , and the “snow” particles simply add to the illusion.

Try a simple test scene with a cube or a plane, and a particle emitter.
no matter how long you run the particle emitter, and no matter how long the Lifespan of the particles, they will simply lay flat on the surfaces, they will not create a thick surface as snow would in real life.

If you create a fake “snow” surface which can fit under the model you have, then you could animate that to rise up as the snow is landing, then the illusion would be the same.

Hope it helps smile

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Posted: 15 June 2012 03:48 AM   [ Ignore ]   [ # 12 ]
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3DAGE - 14 June 2012 04:16 PM

Hi Argus smile

Many things are possible,. but this particle effect, Snow falling on objects and creating volume in Carrara isn’t practical, since the number of particles required would me huge and that eats up memory. and that slows things down.

Also,. remember that particles in carrara have no volume,. that’s why you can’t fill a glass with liquid (meta-particles),
So,.. you need to fake it another way.
you need to create a Volume which can rise, and make it look like the particles are creating that volume.

Magaremoto has used animated shaders, and possibly secondary objects “duplicates”  (I think), with different shaders, animated to rise-up, to create the volume , and the “snow” particles simply add to the illusion.

Try a simple test scene with a cube or a plane, and a particle emitter.
no matter how long you run the particle emitter, and no matter how long the Lifespan of the particles, they will simply lay flat on the surfaces, they will not create a thick surface as snow would in real life.

If you create a fake “snow” surface which can fit under the model you have, then you could animate that to rise up as the snow is landing, then the illusion would be the same.

Hope it helps smile

that sounds correct in my experience. All you have to do is playing around with two shaders, one that gradually takes over another, with the object slightly swelling out thanks to the bulge modifier (i.e. take a look at the terrain behaviour all the time Argus1000) or make a duplicate of an object, invisible first and getting visible, white and puffy afterwards (i.e. the snowy ghost rock); in this particular case I added a a noise deform modifier to better control the swelling along the Z axis, mainly,  and get a more realistic result. feel free to ask me for any further help.

attached is the link where I have put two clips showing the effects you can achieve with my product

http://www.mediafire.com/?b73132jbjcx23n1

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Posted: 15 June 2012 10:51 AM   [ Ignore ]   [ # 13 ]
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Thanks, Magaremoto and 3dage, for the expert advice. However, I’m just a novice and can’‘t make the snow stay on the ground, however much I try. And keyframing shaders the way you do it is beyond my level. So I used a terrain shader (snow) for the streets and the rooftops. Carrara had great terrain shaders. Too bad the particle emitter is way too slow for a big set and animation. I would have liked to see the snow fall.

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Posted: 15 June 2012 11:30 AM   [ Ignore ]   [ # 14 ]
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Nice work Argus1000 smile

the terrain snow works for me,.

What you should do is go to the shader you’ve made and set a couple of key-frames for the snow.. one at the beginning and one when you want to have that effect or more.

Then go to the start of your animation and edit the shader at the first key-frame point,
to take the distribution of the snow back to nothing.

Then when you play the animation, it should change from nothing to full on snow.

Now, you can add the particle snow effect, and have them “die on impact”. which should render quicker than having them landing on the surfaces.

It’s not an easy effect to do well,. and you’ve made a great start.  smile

You could also consider having a small particle emitter “just in front of, and above, the camera” . which could have heavier snowflakes.

It’s a bit like the effect you sometimes see in old films, where there’s a burning building scene. and some of the flames are right in front of the camera.

It’s done by having an assistant holding a burning stick in front of, and below the camera,
which creates the effect of being close to the danger,.. and keeps the camera operator safely away from any real flames in the set..

smile

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Posted: 15 June 2012 02:11 PM   [ Ignore ]   [ # 15 ]
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for what I can see you should also take a close look to the “bottom” object in my scene: its shape and shader behavior over time should work fine for your roads and roofs; you might import my cubic particle emitter in front of the camera and change triangular flakes into spherical ones (beware to size proportions as specified in my T&T file); for trees: group and duplicate the branches and make them a bit taller. then following 3dage hints you may succeed

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