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    [ANSWERED] Waterfall (particles) simulation

    How To... ?
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    • RIL
      RIL @bonemap last edited by

      @bonemap wow !!! Looks amazing

      Thanks for shearing. Best

      Maxi RIL

      Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
      page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
      MacBook Pro 2015 High Sierra. Isadora 3.2
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      1 Reply Last reply Reply Quote 0
      • RIL
        RIL @bonemap last edited by

        Dear @bonemap 

        Thanks to your guide I was able to learn a lot about 3D models and generate different systems, including this one that goes in a different direction compared to the original examples. https://www.instagram.com/reel/C4jL42CvyQY/?igsh=M3BwZzNwZnZheHk4

        My specific question now is the following: do you think it is possible to develop a system of particles/3D models but for them to be still and shake/move only when someone moves or passes by? That is to say, leaving the "waterfall" type example, of continuous movement (ascending or descending). A system that fills the entire screen but remains still until someone moves or passes by
        something like this ? https://www.instagram.com/p/C5V9L2qr3Nf/?igsh=bHY5aXFqYm9zYWxw

        Thanks a lot !

        Best,

        Maxi-RIL

        Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
        page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
        MacBook Pro 2015 High Sierra. Isadora 3.2
        MacBook Pro M3 Pro Sonoma. Isadora 4.1

        bonemap 1 Reply Last reply Reply Quote 0
        • bonemap
          bonemap Izzy Guru @RIL last edited by bonemap

          @ril

          Hi,

          I hope you are well and in good spirits. Of course, you can use Isadora for a similar style of interactive display. In your example by the Japanese artist there is the appearance of a lot of particles in a thick patterning. Consequently, considerations around patch efficiency will likely be critical. Alternatively, consider a layered approach, for example, recording a particle scene to video and then compositing this video behind your interactive particles in a new scene. In this way you increase the visual quantity of particles but the real-time interactivity is optimised to a top image layer. You can also do calculations to determine the maximum number of particles that can be present without affecting your frame rate. Use the ‘Performance’ watcher module to help make the calculations based on what is going into your particle system's frequency and life span inputs. You may have noticed that the number of particles input is not dynamic, and resetting this will kill all currently active instances. So, it is a setting that needs to be calculated and set at the start.

          Regarding your primary question, numerous exciting and dynamic ways exist to determine and control the spatial placement of your particles in the 3D viewport of your scene. This flexibility allows for creative experimentation and can enhance the interactivity of your display. Here are some examples I have shared with the Isadora User Group on Facebook:

          https://m.facebook.com/video.p...

          here is a demonstration patch for that: demo-particles-04.zip

          https://m.facebook.com/video.php/?video_id=2138613486192707

          These two examples use an external source for the x, y, and z positioning data for 1: a grid and 2: a sphere. These data sets were generated using Meshlab software (open source and free). Alternatively, the distribution of particles can be randomly generated by wave generator modules set to random. You will want to spread the particles in confined distances along your x and y-axis. Both particle systems are dynamic using the gravity field settings (that you already know about).

          Once you've set up the spatial distribution of your particles, the next step is to make the gravity field parameters inside your Isadora patch respond to the tracking system. This is a key aspect of the interactivity of your system. The options for this include a camera-based vision system like Isadora’s blob tracking eyes++ or potentially OpenNI depth imaging. In the example video by the Japanese artist, you can see the camera pressed against the bottom of the shopfront glass and a short stem of wires leading to the bottom edge, indicating the use of a tracking system. 

          After all, it is a comparatively simple interactive system with just the passing motion of human movement to consider. How would it respond to someone dancing into it? And you have to consider who it is for; the passerby appears uninterested, but the camera documenting as a 'witness' is the audience in this case.

          Best wishes

          Russell

          http://bonemap.com | Australia
          Izzy STD 4.2 | USB 3.6 | + Beta
          MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
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          A range of deployable older Macs

          RIL 1 Reply Last reply Reply Quote 1
          • RIL
            RIL @bonemap last edited by

            @bonemap thanks for that fast response !

            What do you mean by use the ‘Performance’ watcher module ? And how to achieve this:You can also do calculations to determine the maximum number of particles that can be present without affecting your frame rate.

            thanks again !

            Best,

            Maxi-RIL

            Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
            page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
            MacBook Pro 2015 High Sierra. Isadora 3.2
            MacBook Pro M3 Pro Sonoma. Isadora 4.1

            bonemap 1 Reply Last reply Reply Quote 0
            • bonemap
              bonemap Izzy Guru @RIL last edited by bonemap

              @ril

              Hello,

              For best results when working with particles you can adjust 'frame rate' and 'service task' properties in the Isadora settings (menu: Isadora/Settings).

              Set preferences that will be best for the capacity of your computer. For example: Target Frame Rate - 30 FPS and General Service Tasks - 5x Per Frame.

              Once you have made your setting enter the same values into the 'Calculate optimised Pulse triggers and Particle Count' User actor.  That is included in the demonstration patch available here.

              This will calculate the available frequency range for your particle parameters based on Isadora Preference settings.

               So...

              1/ The pararmeter for the Frames Per Second is first set in the Isadora Preferences.

              2/ The parameter for General Service Tasks is first set in the Isadora Preferences.

              Calculate the efficient number of particles based on the Pulse trigger frequency and total life span of the particle.

              3/ set Fade-in time 

              4/ set Hold time

              5/ set Fade-out time

              RESET the user actor. 

              Keep an eye on the LOAD rating and if it goes too high reduce the settings in the Isadora Preferences and reenter the new settings accordingly.

              You will still achieve an acceptable particle effect at Target Frame Rate 24 FPS and General Service Tasks - 12x Per Frame. If your computer is struggling try Target Frame Rate 15 FPS and General Service Tasks 15x Per Frame.… be kind to your computer!

              http://bonemap.com | Australia
              Izzy STD 4.2 | USB 3.6 | + Beta
              MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
              Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
              A range of deployable older Macs

              RIL 1 Reply Last reply Reply Quote 2
              • RIL
                RIL @bonemap last edited by

                Dear Russell, I hope you're doing well. I'm working again with the patch you shared about 3D model particles, and it works really well!

                My question is the following: starting from this "cascade" of particles that respond to movement, how could I introduce/add new 3D models (object input) or textures (Texture Map input) gradually? Because when modifying the texture or object, all the particles change instantly (it's reasonable), but I want to be able to mix or merge the old ones with the new ones in a more organic way, respecting the "lifecycle" of each one. I imagine a possible solution using two 3D Model Actors simultaneously. But perhaps there is another, more efficient and organic solution.

                I hope my question is understood. Thank you very much.
                Best,
                Maxi Isadora Latin Network

                Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
                page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
                MacBook Pro 2015 High Sierra. Isadora 3.2
                MacBook Pro M3 Pro Sonoma. Isadora 4.1

                bonemap 1 Reply Last reply Reply Quote 1
                • bonemap
                  bonemap Izzy Guru @RIL last edited by bonemap

                  @ril

                  Hi Maxi,

                  multi_3d_model.zip

                  here is a demonstration set of how to achieve your suggested composition.

                  The method is to include a number of 3d models into a single 3ds file and then separate the models using the 'group index' parameter of the '3d Model Particles' module.

                  Best Wishes

                  Russell

                  http://bonemap.com | Australia
                  Izzy STD 4.2 | USB 3.6 | + Beta
                  MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                  Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                  A range of deployable older Macs

                  RIL 1 Reply Last reply Reply Quote 2
                  • RIL
                    RIL @bonemap last edited by

                    @bonemap thanks a lot for your super fast response!

                    I see your aproach, and its super cool.

                    But what about if I want to have individual control over those models. For example, start with a sphere and at a certain point move to a cube, and so on... maintaining the idea of a gradual -but independent- transformation...or I can think of a sequence of letters (from A to Z)

                    I hope I'm clear.

                    Best,
                    Maxi

                    Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
                    page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
                    MacBook Pro 2015 High Sierra. Isadora 3.2
                    MacBook Pro M3 Pro Sonoma. Isadora 4.1

                    bonemap 1 Reply Last reply Reply Quote 0
                    • bonemap
                      bonemap Izzy Guru @RIL last edited by

                      @ril

                      Hi Maxi,

                      You might be close to the limitations of the the '3D Model Particles' with this concept of 'organic transformation'. There is a way to simulate transformation of the 3d model itself and I have prepared the attached demonstration for you.

                      3d_tranform.zip

                      http://bonemap.com | Australia
                      Izzy STD 4.2 | USB 3.6 | + Beta
                      MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                      Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                      A range of deployable older Macs

                      DusX RIL 2 Replies Last reply Reply Quote 2
                      • DusX
                        DusX Tech Staff @bonemap last edited by

                        I don't know how to apply it to this case, but the Texture remains attached to particles (haven't tested 3d model sorry) when new models are created. So you can control the ratio of each texture used. So in the case of the alphabet, you could start with all A's then slowly replace A with B, by switching the col/row of the texture for each created particle at a defined ratio that changes over time. 

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                        RIL 1 Reply Last reply Reply Quote 1
                        • RIL
                          RIL @bonemap last edited by

                          @bonemap 

                          Thanks a lot...I wiil give it a try !!

                          Best,

                          Maxi

                          Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
                          page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
                          MacBook Pro 2015 High Sierra. Isadora 3.2
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                          1 Reply Last reply Reply Quote 1
                          • RIL
                            RIL @DusX last edited by

                            @dusx Thanks Dusx!

                            What's not clear to me in your aproach is whether the letters should be used as textures or as 3D models themselves?

                            Best,

                            Maxi

                            Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
                            page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
                            MacBook Pro 2015 High Sierra. Isadora 3.2
                            MacBook Pro M3 Pro Sonoma. Isadora 4.1

                            DusX 1 Reply Last reply Reply Quote 0
                            • DusX
                              DusX Tech Staff @RIL last edited by

                              @ril said:

                              letters should be used as textures or as 3D models themselves

                               This works in the 3d Particles actor as textures... so I think it will be the same in the 3d models particles actor. Since the texture image doesn't change (only the section used) the image is retained per particle. If you combine setting the texture row/col (so your texture is made up of rects of images) and you have a series of these that you input over time, you can create a series of different animations. One animation for ever col/row texture cell. 

                              But again, I haven't recently tested with the 3D model particles actor.

                              Troikatronix Technical Support

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                              RIL bonemap 2 Replies Last reply Reply Quote 2
                              • RIL
                                RIL @DusX last edited by

                                @dusx ah ok...Thanks a lot !

                                Best,

                                Maxi

                                Red Isadora Latina | redisadoralatina.blogspot.com | redisadoralatina@gmail.com
                                page facebook.com/Red-Isadora-Latina-1319037108171197/ | Group https://www.facebook.com/groups/315960249155308/
                                MacBook Pro 2015 High Sierra. Isadora 3.2
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                                • bonemap
                                  bonemap Izzy Guru @DusX last edited by

                                  @dusx

                                  I can confirm that the method suggested by @dusx works for the ‘3D model particles’ actor. The technique is used in the two demonstration patches offered in this thread to assign red, yellow and blue textures. The ‘texture’ input accepts video and using alpha channel transparency you can apply numerous animations to simulate a ‘morphing’ appearance of an alphabet on a simple unchanging 3d geometry 3ds file.

                                  Best wishes

                                  Russell

                                  http://bonemap.com | Australia
                                  Izzy STD 4.2 | USB 3.6 | + Beta
                                  MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                                  Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                                  A range of deployable older Macs

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