Throughout these lessons we’ll develop an easy to control crowd simulation system with geometry instanced to Maya’s nParticles. Maya’s robust particle instancing system, along with the ability to precisely control particle movement along a surface, makes it easy to create an army of insects crawling along a surface.
By emitting into secondary nParticle objects we’ll create the illusion of insects falling, or taking off from, that surface. Creation and runtime expressions, along with noise and ramp nodes, will be used to build an end user friendly control system that will govern all aspects of particle behavior including birth, death, emission rate, and movement.
01. Introduction and project overview
02. Moving nParticles across a goal surface
03. Restricting the emission area with a ramp
04. Using a Noise node to simulate random movement
05. Creating a control object for the crowd system
06. Adding an emission rate and global speed control
07. Building basic geometry instancing for nParticles
08. Creating targets for instancing
09. Adding instanced geometry to the nParticle system
10. Controlling forward alignment
11. Aligning instances with the goal surface’s normal
12. Emitting into a secondary nParticle object
13. Adding an Instancer node to the second nParticle object
14. Transitioning the aim world up vector to match world space
15. Controlling which nParticle object to emit into
16. Using a ramp to drive the conditions of particle emission
17. Controlling the birth and flight zone ramps
18. Adding controlled randomness to our particle emission
19. Transferring the crowd system to a new surface
20. Finishing the crowd transfer tool
21. Applying the crowd system in a shot
22. Preventing collisions and caching the simulation
23. Rendering the shot
24. Compositing the shot
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