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ThinkingParticles for 2010 re-compile is a free download and can be acquired by registered users at the cebas Shop. If you already have an account you can simply go to the My Account section of the cebas shop and then go to My Downloads to get the re-compile. If you are unable to see the download in your My Downloads section, please contact register@cebas.com and mention that you are not able to see the download in the shop. If you didn’t purchase TP3 directly from the cebas shop, you will need to create an account and then click the Register Me button in the My Downloads section. Within 24 hours, you will have all updates and downloads available to you for all of your cebas products. Please be aware that all fixes are included within this latest version of the software and you do NOT need to install all of the patches in order to become current. Simply installing the new build will give you all of the updates, fixes and enhancements.
ThinkingParticles™ 3.0 is the ultimate rule based particle system for 3ds max, offering unparalleled power to the user. ThinkingParticles™ 3.0 is a completely new class of rule-based particle systems for 3ds Max. When this type of particle system is compared to an event-based particle system, (which works on triggers and time dependent events) you'll find many unique advantages within TP3's rule-based logic, which is free from normal time-based constraints and instead applies simple behaviors. These behaviors govern all aspects of a particle’s motion, life, death, and collisions in a true non-linear fashion. We hope you find that by using ThinkingParticles 3, you can create all the incredible effects you were hoping for, but have been limited previously by existing technologies.
The real power of ThinkingParticles™ comes from its unlimited combination of conditions and operators to define the behavior of each single particle in a particle system. Like C++ opens up an unlimited world for a software developer, ThinkingParticles™ offers the same unlimited power to the 3ds max artist.
What's the real deal with ThinkingParticles 3.0?
ThinkingParticles offers its particle system functionality through a kind of programming approach. However, unlike programming, you won't have to write a single line of code! A powerful visual "Wire Setup Interface" enables any 3ds Max artist to define the rules and conditions that control the particle behavior. Because it is a "program" that controls the particles and the behavior, you will find that there is no limit to what you can do! Nearly every particle effect can be created or controlled through a set of operators and conditions.
Rule-based Versus Event-driven Particle Systems
Where does ThinkingParticles stand? The difference between event-driven particles and rule-based particles can be summed up quite simply. An event-driven particle system usually works based on "triggers" or events that must happen to activate an effect. This implies some kind of key frame related effects while ThinkingParticles is totally independent of any timing and key framing! ThinkingParticles offers true Non Linear Animation technology. Rules and conditions control the particle effects and not timers or events that happen at certain key frames in an animation. A particle system created with ThinkingParticles will always work regardless of the timing or number of frames that may change in an animation.
Here's an example why ThinkingParticles is superior to other particle solutions. Imagine that you have to create a 3d space scene and you need to animate a space ship flying through an asteroid field. This field is full of everything from the most enormous rocks to the most intricate pieces of debris, all of it hovering around. Now imagine that your boss says, "The spaceship should avoid the big rocks but the smaller ones are allowed to collide and bounce off the hull of the spaceship." This would be an animator's nightmare. An event-driven particle system would fail to handle this kind of task because you would need to define a path through the asteroid field and then look for the exact key frames where things should happen. But what happens when you need to change the path of the ship or the amount of rocks or the balance between the big and small rocks?
ThinkingParticles makes it easy to solve such a situation with ease. Two rules will solve the rock collision and avoid problems. Conceptually, the rules would look something like this:
If SPACE SHIP GETS NEAR (VALUE) A ROCK
CHECK IF
BIG (VALUE) ROCK THEN AVOID IT (move around)
SMALL (VALUE) ROCK IGNORE AND DO COLLISION
END
Of course, the above is not the real code fragment. In ThinkingParticles, you do not need to type any code at all. This is only the logic flow diagram of the ThinkingParticles operators and conditions. As you can see, there is no TIME related variable in it so this will always work. Regardless of any path or amount of frames. Whenever the space ship gets near a rock the rules control its behavior.
ThinkingParticles™ Release 3.0 is like no other product from cebas Computer GmbH. This plug-in offers an unlimited amount of features. This is because ThinkingParticles has the flexibility of a programming language and its usability is limited only by the creativity of the 3ds max artist. Remember, you do not need to learn programming or be able to write a single line of code to use ThinkingParticles in 3ds max. Everything is done through a visual wiring interface.
Below is a short list of the main features:
• Several hours of Training Videos with shipping product
• Fully rule-based particle system
• Updated user interface and workflow
• Procedural referencing system for non-linear animation
• Complete particle baking option into 3ds max objects
• Dynamics Simulation Recording for all particles
• MatterWaves as rule-based operator included
• Any 3ds Max object may be turned into a particle
• Full hierarchical Condition and Operator workflow
• One or many particles can be accessed at any time
• Automatic and intelligent rule-based Object Fragmentation
• Advanced Object Tracking features to handle mesh animation
• Multi Purpose Complex Operators
• Advanced and highly optimized Particle Dynamic Engine
• Full support of Particle/Object interaction
• Complete object parameter access "through" particles
• Advanced "Blurp" Operator to handle complex particle orph effects
• Ultra fast Real-time Particle/Object Collision Detection
• Particles may be affected by 3ds max geometry
• Full support for Character Studio 2.2 Bipeds to do Crowd Control
• Instanced and morphable Skin or Physique Modifier support
• Special IK handling routines for real-time Crowd Control
• Advanced Wire Setup View for easier behavior setup
• Real particle Paint Support (particles carry color information)
• Extended PyroCluster support to access individual particles
• 100% integration into 3ds max workflow
• All particle Space Warps are supported
• Enhanced and real-time rule-based Dynamics Engine
This feature list represents only a fraction of the real features you can use to create effects with ThinkingParticles. The possibilities are endless.
Color Blend
Blurp is a truly advanced and unique particle operator that outperforms just about everything out there. Another remarkable feature of Blurp is the "per fragment (particle)" color handling.
Yes, other particle systems also offer such an effect but these other systems are not able to blend the full material properties while morphing from one object to the other. ThinkingParticles has no problem performing this function. Think about what enormous capability this allows. ThinkingParticles will keep track of every single fragment along with its material even when this means that 30,000 particle fragments are morphing from one object into another.
Animating the shattering of multiple objects is one of the toughest tasks to achieve in 3d. Until now, there was no real way to animate breaking objects within 3ds max.
ThinkingParticles 3.0 offers advanced fragmentation functions that are perfectly combined with the real-time physics engine. Along with easy to use rules many complex tasks can be achieved in no time at all!
The core philosophy of ThinkingParticles is its rule based approach under all circumstances. Rules can be used to define the shape of the fragments and also the size or thickness. Besides the shape and size of fragments, the time and power of impact can be used to "steer" the fragmentation and shattering process.
The object shown below is going to be fragmented, but with ThinkingParticles you will not see the typical and ugly seams and cracks indicating a "broken" smoothing group. ThinkingParticles uses one of the most advanced fragmentation methods available. Check out the next example.
Notice how all the smoothing groups and shaders are still intact in the non-fragmented areas. No cracks or seams whatsoever, just a perfect render in those areas that need to stay intact.
It stays clean and smooth where it should and falls into little shards without destroying surfaces that are not part of the fragment.
This also works for simulating the opposite effect where broken fragments are reassembled. When fragments begin to build a new object the assembly is done in a perfect seamless way. Currently, there is no other product that can do this like ThinkingParticles does.
Documentation
ThinkingParticles is packed with documentation and training for new and advanced users and ships with a huge full color 520+ page manual with full explanations of every parameter, general workflow, and tutorials to get you started.
Tutorials and Training
ThinkingParticles 3.0 ships with seven tutorials as well as 3+ hours of additional training and demo videos offering the user some great information on implemenation.
Pre-mades and Scene Files
TP3 also includes 250+ scene files as well as 30+ pre-made BlackBoxes and pre-made TD Tools.
Overview
The ThinkingParticles documentation and training package includes the following items:
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We have our winners! Congratulations to
Ben, Kevin, Alfred, Izzie and Aaron. Each received a product from Dosch Design. Thank you for visiting our booth at SIGGRAPH 2008!
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