THINKING PARTICLES – TIME TO VALUE

ANIMATE SCALE PER PARTICLE AGE OR/AND MUCH MUCH MORE

This post covers the technique to animate scale in arbitrary way with using curve and “Value To Time” operator.

For me it was hard to get the concept of “Value To Time” for a long while.
But once if you can understand it correctly, you’ll realize this tiny node has much power in it.

“Value To Time” operator takes any kind of value as input and put “Time” as output which you can remap the value according to the input value.
(It’s kinda similar way of thinking like “Range Mapper” C4D Xpresso.)

 

Here’s the “Value To Time” parameters. I try to explain in step by step.

Let’s say I have particle age as input, then if particle age is at “Value1″(in this case 0), Time as output will be 0.

If particle age is at “Value2(in this case 50)”, Time as output will be 50.

The inbetween-values are calculated automatically, so if particle age is at somewhere in

“Value1″ and “Value2″ like 30, output “Time” will be 30.

 

With using “Value To Time” operator I can create relationship between input value(e.g: Age) and output value(Time).

Many people use “Value To Time” in conjunction with curves or literally, animated value.
Of Course you can also create direct relationship if you pipe “Time” Output “Value To Tome” into “Time”
input in almost any nodes.
But it lacks flexibility in most cases, thus people prefer to use it as pair with curve and maybe Multipler following afterwards.

EXAMPLE

Here’s simplest example:

And here’s Node Chain:

You can see the curve(“H fade in” in this Case) affects the scale factor of scale node directly according to time defined by “Value To Time” operator.

What happens if you give 50 in “Time2″ parameter?

The curve has 100frames of animation length, so it will end up its growth exactly on the half way.

PLAY WITH RANDOMNESS

Let’s play further with scaling.
Here’s the result beforehand:

I tried here to add per particle randomness for the scale, growth speed and play length of curve afterwards.

Just pipe some randoms between root particle and connect to “Value2 to affect growth playback speed, “Time2″
to affect playback length of curve.
Additionally I put some randoms for three different component:
1) X and Y Scale
2) Z Scale
3) Scale Factor

With 1) you can give randomness in thickness of geometry.
With 2) you can give randomness in length of geometry.
3) is kinda workaround because if you reduce X,Y,Z Scale of Scale Operator, you’ll see still all the geometries are visible, so I wanted to them like size[0,0,0] at birth, so I copied the setup for them.

(TINY BIT) MORE COMPLEX SETUP

Here’s the playblast of more complex setup:

Actually the growth part is almost the same to above, expect tiny details.
So I would not describe further about this.
But you still may notice that you can achieve pretty good looking particle motion with it.

And here’s some HQ Render resutls:

CHEERS FOR READING THIS ARTICLE, HOPE THIS HELPS YOU IN ANY WAY!