Goop TutorialBy: Jim Marten |
| Requirements: |
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Particle Storm 2.0 Pro LightWave3D v5.6 and up; HyperVoxels2. Sample Content location: |
| Initial Setup: |
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1. Load Goop-Simulate.lws into Layout. 2. Open Particle Storm2. 3. Click on Simulation in the Items view, and set Stop Time to 5.8 s. |
| Particle Group |
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Rename the Particle Group for this simulation. Also, designate the amount of particles for the simulation, and create the .lwo file for the group. 4. Click on the Particle Group named Pgroup in the Items view. 5. Rename it to Goop. 6. Set the Number of Particles to 750. 7. Click on the File Requester button.
8. Right click on Goop in the Items view under Particle Groups, and select Create Effect Object. |
| Fountain |
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Create an elongated square emitter for the particles to start from. 9. Click on the Fountain Controller. 10. Set Shape Type to Box Volume. 11. Set Birth Rate to 1000 particles, so the particles are all in the simulation quickly. 12. Set Orientation- Heading: -90 deg; Pitch: 90 deg; Bank: 0 deg. 13. Set Scale- X: 150%; Y: 35%; Z: 0%. 14. Set Minimum Speed to .1 m/s and Maximum Speed to .2 m/s. |
| Collision Objects |
The collision objects Create the Collision Objects for the simulation. Create a Top Floor where the particles will start, resting, and create a Bottom Floor for the particles to fall onto. 15. Right click on Controllers in the Items view and select Collision. 16. Change the name of the newly created Collision Object to "Top Floor". 17. For Shape Type, select LW Object. Click on the File requester button, and select the Cube.lwo from the objects directory in the Goop tutorial directory. 18. Parent the Position of the object to Cube.lwo(1) by Right clicking on Position, then selecting Cube.lwo(1) from the drop down list. 19. Change the Elasticity value to 0%. We do this so the particles rest on top of the object, rather than bounce around on it. 20. Set the Roughness to 7%. This puts a little bit of drag on the particles as they are pushed over the object, rather than just skating over it like the object was made of ice. 21. In the Stickiness Value column, select Envelope from the drop down list. 22. Click on Edit Envelope, then load the StickyEnv.env from the Goop tutorial directory. This envelope is applied after the particles have started moving. The values indicate how fast the particles must be traveling in order to break away from the object they are stuck to. Any particles that are moving faster than this value will not stick to the object, and naturally, any particles moving slower will stick to it. This will cause particles that slow down too much to be left behind. 23. Again, right click on Controllers in the Items view and select Collision. 24. Change the name of the newly created Collision Object to "Bottom Floor". 25. For Shape Type, select LW Object. Click on the File requester button, and select the Cube.lwo from the objects directory in the Goop tutorial directory. 26. Parent the Position of the object to Cube.lwo(2) by right clicking on Position, then selecting Cube.lwo(2) from the drop down list. 27. Again, change the Elasticity value to 0%. 28. Set the Roughness to 12%. This puts a little more drag on the particles after they land on the object, to keep them on the object, rather than just sliding over the edge. |
| Force Field |
The Force Field pushes the particles away Add a Force Field to push the particles off the top floor. 29. Right click on Controllers in the Items view and select Force Field. 30. Open the Affected Particle Groups property and select Envelope from the drop down list on the right side of the Goop name. 31. Click on Edit Envelope, then load the ForceField.env from the Goop tutorial directory. This will give the particles a blast of force during the specified time period, to get them moving over the edge of the top floor. 32. Set the Field Shape to Plane from the drop down list. 33. Set Strength to 2 N. Set Falloff Exponent to 1. 34. Open the Position Property, and set X to .75 m. Leave Y and Z at 0. 35. Open Orientation and set Heading to -90 deg, and leave Pitch and Bank at 0 deg. This will push the particles towards the lower floor. |
| Particle Field |
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Adding a Particle Field will cause the particles to react with each other and give more of a liquid type effect. 36. Right click on "Controllers" in the Items view and select Particle Field. 37. The only thing we need to change here is the Cutoff Radius. Change it to .07 m. This is the distance that dictates when particles will be attracted to each other. When 2 particles come close to each other, they will attract each other if their cutoff radii come in contact. 38. Record the simulation by sending the scene to the first frame, pressing Record, then Play, and letting it run to the end. 39. Go back to Layout, and load the Goop-Render.lws scene. This scene moves the collision objects down .1m to compensate for the HyperVoxels effect. 40. Add your created Goop.lwo object, and apply the Particle Storm Displacement Map Plugin to it. 41. Click on Options, then click Load PSM File, and load your created Goop.psm file. 42. Close the Particle Storm Displacement Map Plug-in panel. 43. Add the HyperVoxels(Particles) Displacement Plug-in. 44. Go to the Effects Panel, and Select the HyperVoxels Pixel Filter Plug-in. 45. Go to the Options Panel:
46. Move the Scrub bar to frame 106 and Render that frame. Perfect Goop! Quick Tip:
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