﻿ Thinking Particles 4 for Production 1.0 » GFXHome | Best CG / VFX Resources for Artists!

» » » Thinking Particles 4 for Production 1.0

Information of news
• Author: Maxo
• Date: 9-12-2014, 09:23
9-12-2014, 09:23

### Thinking Particles 4 for Production 1.0

Category: Tutorials / 3D

Thinking Particles 4 for Production 1.0
Genre: eLearning

We are proud and excited to offer our second set of training material for Thinking Particles. The first set was the ~120 videos recently posted by Cebas on YouTube for TP 3.0 (also applicable to TP 4.0). "TP4 for Production 1.0" builds on those videos and dives into deeper basics, advanced topics and everyday production matters, especially the new TP 4.0 features, and includes over 27 hours of material.
"TP 4.0 for Production 1.0" (TP4-DVD-01) contents:

INTRODUCTION
Welcome & What's New in TP 4.0

BASICS
Crash Course
Building the simple system in TP vs PFlow
Learn Debug EARLY
Pitfalls
Pitfalls Part 2

MATH
Vector Math

MEDIUM-LEVEL TOPICS (basics+)
Understanding Distance Condition
Animated Values, Curves, and graphOp blackbox
Spin Around Velocity Cross-Product
Data Channels
Data Channels - Part 2
Memory - The Basics
Memory 2 - Shoot Blue at Found
Detecting Changes in Particle Data
Detecting Changes in Particle Direction
Detecting Changes in Particle Direction v2
Weighted Random
Increasing Chance Over Time v1
Increasing Chance Over Time v2
Maxscript controllers on Float values
Expression operator

Iterator - MakeLine
Iterator - MakeLineDir
PPassAB vs PSearch
PPassAB vs PSearch - Part 2
PSearch Iterate - Part 1 - Iterate Through Memory
PSearch and Iterate - Part 2 - Find Largest in Memory
Iterator and Intersect v1 - Weighted Random Directional Sampling
VolumeBreak 1 - Basic VolumeCell
VolumeBreak 2 - SC impact position
Paint VB Cells, PAttach, Activate
Canyon Camera Map (sequence trick)
Material Structure, Post-Cache Manipulation, Managing Updates

SC
SC with TP ShapeJoint helper nodes (manual scene construction approach)
SC - detecting the impact force
SC - calculating the proper output reflection vector
SC Auto-Joint 1: any direction and limited number of connections
Simple Collision Jointing
SC Auto-Joint 2: Intersect method
SC Auto-Joint 3: surface sampling with pairing

TP ScriptOperators
LifeProgress (age/lifespan)
User-Defined Props - importing objects with User-Defined Properties via Obj2Particle
IsAlive - for the auto-jointing system
Alignment YPR - Yaw, Pitch, Roll - (constructing an Alignment from 3 Angle spinners)
ReflectionDir
Cebas' "tp_Iterator" Sample
Spline Sampler

PRODUCTION TIPS
Notes on Approaching Shots
Network simming script usage

PRODUCTION SHOTS (setups for use in shots)

Simple Engine Setup
Rocket Trail
Shooter Setup
Explosion Setup
VolumeBreak based on Collision Impact
Ground Crumbling
Meteor Hits City

SquirlArt CROWD SETUPS
SquirlArt Crowd - 01 - Intersect and Alignment
SquirlArt Crowd - 02 - Vector math for avoiding objects
SquirlArt Crowd - 03 - Iterating through intersect samples
SquirlArt Crowd - 04 - Intersect sampling & direction determination
SquirtArt Crowd - 05 - Blending method
SquirlArt Crowd - 06 - Closest point on vector
SquirlArt Crowd - 07 - Vector intersection
SquirlArt Crowd - 08 - 01 - Smooth avoidance setup
SquirlArt Crowd - 08 - 02 - Smooth object avoiding setup
SquirlArt Crowd - 08 - 03 - Smooth object avoiding setup
SquirlArt Crowd - 08 - 04 - CleanUp
SquirlArt Crowd - 09 - 01 - flowField 2D
SquirlArt Crowd - 09 - 02 - flowField 2D TD-Tool
SquirlArt Crowd - 09 - 03 - Integrate flowField into objectAvoidance

TP and RENDERERS
finalRender & VRay

CONFIGURATION & THINKING.INI
TP Config

Site BBcode/HTML Code:
Dear visitor, you went to the site as unregistered user.