New features include VolumeBreaker, ShapeNoise, FlowEmitter, ParticleLight, HydroField Flow and several updates.
VolumeBreaker Clustering gives the flexibility to set fragment particles into different breakage cluster and make them appear more natural or have specific patterns. The introduction of a breakable map allows for more creativity in deciding which areas should undergo a destruction. Procedurally-created volumeBreaker cells can be now merged with an existing raster to get a more homogenous look to the fragments
ShapeNoise provides procedural deformation and the power to add a deformation to any particle shape’s area and edges. This operator offers many features to control and modify how a particle shape (mesh) can be displaced or changed in a way that enhances the look and feel of a VB broken mesh debris, right to each and every particle. While the main function of this operator is to work in conjunction with volumeBreaker, it may also be used with any type of particle mesh including fluids or instanced geometry.
FlowEmitter achieves consistency and flexibility in fluid effect animations. With TP 6.5’s FlowEmitter, even with changes in the rate of particles generated, constant flow is now achieved, while preserving the distance between each particle. Visually, the FlowEmitter gives producers and the VFX artists a quick and powerful operator to create and modify realistic flowing or pouring effects in liquid simulations.
The FlowEmitter is also an all-purpose particle generator. As well as it resolves a key issue in many SPH particle fluid simulations namely, the visible banding or layering when particles are emitted at differing or changing rates. The new ‘Glucking’ parameter in FlowEmitter creates physically-accurate animation of moving liquid splashing out of overturned containers as they move around – you will be surprised how easy it is to create similar visual effects now.
ParticleLight controls lights in a 3D scene, in more than one way. The PLight Operator can turn any particle into a real Omni light type along with proper shadow casting. There are several helpers attached to PLight for fast and easy controls including ColorGradient, a useful node to control lights and materials through procedural setups. You can also control the light animation or distribution with distance and velocity values.
ThinkingParticles 6.5’s enhanced HydroField means more Fluid and Rigid Body ‘collisions’ with much better buoyancy and interaction. Physically-accurate transfer of momentum between fluid particles and rigid bodies is resolved and can be seen in real-time simulation. The enhanced Multi-Physics Objects engulfed within a fluid will start to rise or sink depending on their specific physical properties, and all these values are adjustable in more than several ways.
HydroField is also enhanced with a new impact behaviour for splashes. Splashes can now be used to create Hydrofield surface interactions and splash particles can be used to add volume to a Hydrofield.
Other enhancements include NodeAttribute, a new operator with powerful method to setup a complex VFX scene and lets users modify it without touching the thinkingParticles user interface at all; GeomContact, which now supports Material ID as a filter to restrict the output generation of GeomContact; GeomPoint helpernow offers Barycentric face coordinates as an additional output; LayerToParticle’s / PGroup option can now be accessed by MaxScript; and support for Rolling Friction for Bullet Rigid Body and Floor objects has been added.