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Published: 2010-06-30 01:04:25 +0000 UTC; Views: 2197; Favourites: 43; Downloads: 74
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Description
This is part of a complete set of of explanations for each mograph basic functions.There is an invisible plane. Its points set the positions of the cube clones (mograph cloner object set to "object". A cube primitive as a child object).
The plane was set to invisible in the basic tab of the attributes manager. Also render visibility is set to "invisible".
The plane has a material assigned with the proximity shader in the color channel. The proximity shader reacts to the particles.
The shader effector needs the planes material tag.
In the shader effectors "parameter" tab (attributes manager), the Z-size set to higher than "1" makes the shader effector change the Z-size of the cubes where the particles get close to the plane.
If you want the scene file to understand this better, send me a note and IΒ΄ll send you a rapidshare link (ca. 20 MB).
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Comments: 17
aureoboros [2010-06-30 07:49:06 +0000 UTC]
excuse me
do you know where found a tutorial about this?
I'm so curious
I work with 3D studio MAX
in wich program do you work?
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ROMAgfx [2010-06-30 01:25:50 +0000 UTC]
I didn't understand a thing of the explanation o.O But this certainly looks awesome
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Boygenius32 [2010-06-30 01:12:34 +0000 UTC]
hmm. neat. It looks like a concentration graph for neutrinos passing through a plane. Interesting.
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sicklizard In reply to Boygenius32 [2010-06-30 01:17:07 +0000 UTC]
I am not very good at subatomic physics, but that sounds plausible.
I was asking myself where to use this effect sensefully. I didnΒ΄t have any idea, so I didnΒ΄t think about creating something with it and submitted it the way it is.
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Boygenius32 In reply to sicklizard [2010-06-30 01:33:16 +0000 UTC]
It's a neat effect. Is all the modeling you do just a rendered video or do you do interactive/reactive elements as well?
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sicklizard In reply to Boygenius32 [2010-07-01 00:40:58 +0000 UTC]
Sadly, I canΒ΄t script, or code. So I stick to the visuals. I could create models for game mods, but there are too many detail restrictions. And it wouldnΒ΄t be my own, interactive creation.
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