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Bouncing particles

From: Nuke 6.3 New Features

Video: Bouncing particles

The ParticleBounce node actually adds two new capabilities: first, to bounce particles off of any of the three predefined geometries, and second, to shuffle particles into different channels. We'll look at the channels in a moment, but first, the bounce. We will need a script, so let's go to File > Open > Project Media > Lesson_06_Media > script 04 Bounce, and Open. And we will click in the viewer, and type F to take a look at what we got.

Bouncing particles

The ParticleBounce node actually adds two new capabilities: first, to bounce particles off of any of the three predefined geometries, and second, to shuffle particles into different channels. We'll look at the channels in a moment, but first, the bounce. We will need a script, so let's go to File > Open > Project Media > Lesson_06_Media > script 04 Bounce, and Open. And we will click in the viewer, and type F to take a look at what we got.

Pull out a little bit. We have a very basic setup here, where the particle emitter is emitting some particles, and then the particle wind is blowing them down by a Y of -.3. This will give us a good shower of particles to do some bouncing. So we will clear the property bin. Let's hook the viewer up to the ParticleBounce node, and then double-click to open property panel. This part up here has to do with all the bounce controls. Here is where we get to choose one of the three types of geometries.

In the future, you will be able to bounce it off your own geometry, but for now, we are limited to just these three. Down here are the Transform controls, so you can move, rotate, scale, and even animate the three geometries any way you want. Okay. Because I have the plane selected here, I actually have a little teeny tiny plane up here. Let me make it a little larger by scaling it up to 20. There it is. Okay, let's drop it down in Y by about 12 units, and then we will rotate it in Z by 30 degrees.

This will give us a good bounce surface. Now let's take a look at the external and internal bounce modes. If I switch the geometry to a sphere, you can see how they work. The external bounce mode means it's going to bounce off the outside of the geometry. If I set that to none, then it becomes internal bounce mode, so it's going to bounce off the internal part of the geometry.

Since a plane doesn't have an internal and an external like a sphere does, only the internal bounce mode is effective. So if I set the internal bounce mode to none, the particles pass right through, or I could set it to kill, and they all die as soon as they hit my plane. Let's set it back to bounce. The bounce parameter is how much it bounces. We can zoom in here, and get a little closer look. If I set the bounce to 0, then the particles don't bounce or rebound at all. They just slide right off.

I could set it to a value greater than 1, and make them really bounce up, but we will put that back to default. The friction parameter, by default, is 0, meaning it's no friction, so it's sliding off like it was Teflon. If I set the friction, for example, to .5, you can see how it's introduced friction in the motion of the particles. We will put that back to default too. Now let's talk about the channels. The channels are actually first created in the ParticleEmitter node, so let's double-click on the ParticleEmitter, take a look right here: channels, a. By default, all the particles are in channel a.

You can put them in other channels, you can make new channels, but channel a is the default. Now let's double-click on the ParticleBounce node, and go back to see how the channels work there. Right here; new channels. When the particles contact this surface, whether they bounce, or kill, or pass through, you can then say new channels, and assign them to a new channel.

So once they've hit the plane, these particles are now in channel b, while the particles up here, coming from the emitter, are in channel a. So we now have two groups of particles: channel a particles; channel b particles. Keep in mind, they don't have to actually bounce off the plane in order to change channels. So, what can we do with that? What we can do is tell any of the forces or operations in the particle tool set to affect one or more of those channels, like this. Let's hook up to this DirectionalParticleForce node; push in here.

So, we have a force blowing in X that is affecting both of the channels. The setting that determines what channels are affected by a node are here in the Conditions tab: channels, all. You will also notice that the node has a label: all. So the node is always telling you what channels it's influencing. So if I set the channels to none, then neither the a group, or the b group are affected. If I say affect the b channels only, then they are the only ones affected.

If I say affect only the a channels, then just this section is effective, and the b channels are not. And again, our node is labeled with the channel that's being affected. Use channels to give particles different behaviors, as well as different looks, at different times, and locations in their lives. So next, we will see how to change the look of particles over their lifetimes.

Show transcript

This video is part of

Image for Nuke 6.3 New Features
Nuke 6.3 New Features

52 video lessons · 2360 viewers

Steve Wright
Author

 
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  1. 2m 10s
    1. Welcome
      1m 50s
    2. Using the exercise files
      20s
  2. 9m 0s
    1. Building the mesh
      4m 12s
    2. Projecting images on the mesh
      4m 48s
  3. 26m 6s
    1. Exploring basic setup
      6m 21s
    2. Using camera track points
      10m 5s
    3. Understanding how to do a corner pin
      9m 40s
  4. 7m 22s
    1. Demoing the PointsTo3D node
      45s
    2. Using the PointsTo3D node
      6m 37s
  5. 15m 28s
    1. Setting the locators
      5m 4s
    2. Keyframing the locators
      2m 30s
    3. Doing the camera solve
      5m 34s
    4. Creating 3D cards
      2m 20s
  6. 5m 27s
    1. Working with the GeoSelect node
      5m 27s
  7. 8m 58s
    1. Understanding the Displacement node
      5m 19s
    2. Working with the ScanLineRender settings
      3m 39s
  8. 8m 49s
    1. Using the AudioRead node
      8m 49s
  9. 7m 44s
    1. Deep compositing briefing
      7m 44s
  10. 32m 55s
    1. CameraTracker overview
      7m 3s
    2. Tracking the scene
      4m 48s
    3. Solving the camera
      5m 28s
    4. Building the 3D scene
      6m 48s
    5. Adding 3D geometry
      8m 48s
  11. 9m 18s
    1. Tracking the scene
      4m 52s
    2. Filtering the point cloud
      4m 26s
  12. 19m 59s
    1. Analyzing the image
      8m 5s
    2. Exploring three workflows
      7m 18s
    3. Using the STMap node
      4m 36s
  13. 19m 41s
    1. Modeling new 3D geometry
      6m 46s
    2. Lining up 3D objects
      3m 16s
    3. Building the whole set
      7m 4s
    4. Exporting Modeler geometry
      2m 35s
  14. 1h 0m
    1. Exploring the PlanarTracker workflow
      6m 47s
    2. Correcting tracking drift
      2m 40s
    3. Coping with tracking occlusions
      6m 30s
    4. Tracking with multiple shapes
      6m 34s
    5. Tracking out-of-frame targets
      5m 32s
    6. Placing the planar surface out of frame
      4m 35s
    7. Exporting: corner pin (relative)
      4m 24s
    8. Exporting: Tracker node
      4m 24s
    9. Exporting: corner pin (stabilize)
      5m 15s
    10. Adding a roto shape to a track layer
      3m 42s
    11. Adding multiple roto shapes to a track layer
      3m 24s
    12. Using the mask input
      6m 40s
  15. 46m 20s
    1. Using the ParticleEmitter node
      4m 26s
    2. Creating particles
      4m 42s
    3. Adding emitters
      5m 59s
    4. Adding forces
      8m 18s
    5. Bouncing particles
      5m 28s
    6. Changing particle appearance
      7m 21s
    7. Adding streaks
      5m 42s
    8. Setting streak attributes
      4m 24s

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