Info about Particle Tools please? :)

fhill2's picture

Hello. I'm playing around with the amazing Particle Tools plugin but i'm confused about a few things. I've searched around with no avail, so just wondering if anyone could set me on the right track please.

When using any "Object:" patch, i can see the functions of the Vx, Vy and Vz by inputting numbers into them, but what exactly do they do? (what does the V mean?)

Also, i have connected up a simple particle program. Particle -> Emitter -> Scene -> Render. I got a cube. How do i go about changing the shape of the particle(s)?

I have tried using the "Object Render Settings" patch, put in some values and connected it up to the" Object: Particle" patch's 'Render Class' input but it didn't work. But am i on the right track here?

Also, i see there is an "Operator: Number: Random" patch and an "Operator: Vector: Random" patch. What are the differences with these 2 patches? I tried modifying parameters on the main object patch with these and it didn't work as well as i wanted it to.

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cybero's picture
Re: Info about Particle Tools please? :)

Vx, Vy and Vz - components of the particle's vector, raising vX will tend to move that particle in an x direction. They are velocity components.

Changing the cube rendered, if you look at the source code composition folder, you'll find a cube.qtz therein .

You can change the JavaScript that provides the face structure information, or feed it an arbitrary face structure in a suitable format to the Object Triangle patch. You can also set that to be invisible and that big cube will disappear, the rest of the composition, the bouncing object and the vortex particles still render.

Unless I'm completely mistaken, you are probably referring to the a setup not dissimilar to the one I describe, albeit based upon the demo composition, cube.qtz

You need to be using the self and child operators to modify the appearance and behaviour of the emitted object.

You can also RII and then post process the emitted particles.

"Operator: Number: Random" patch and an "Operator: Vector: Random" patch - yes they are different, the Number Random provides various outputs that can be input to Object operator input ports, the output of the Number:Random patch is easily set in the drop down list on the patches setting's panel.

The Vector:Random patch allows for the arbitrary allocation of positions and other values, again fed in via the Object Operator inputs , the patch easily being set to provide pertinent values for specific inputs that directly relate to the values used for the value type chosen.

So similar, but a different range of calculation types entirely.

fhill2's picture
Re: Info about Particle Tools please? :)

Hello cybero, thankyou for the advice. I understand about the Vx/Vy/Vz parameters now.

I didn't see the source composition folder link for download. I'm going to take a look at all those patches.

The thing i get confused about is the difference between a 'structure' input/output and a 'number' input/output. How do they relate to each other/how are they different from each other? Referring to every patch, not just the Particle Tool patches.

Also, in the Cube patch, where are the red 'laser' type line particles coming from? I'm disecting it and can't seem to find where they are coming from.

Once again, thankyou for your help.

cybero's picture
Re: Info about Particle Tools please? :)

Structures are a series of values, either single, double, triple or higher groups of values.

If you mouse over an actively linked structure output, you'll see the format of that particular structure. Different patches in QC need differing structures, although some can share structural data, sometimes closely, sometimes after a fashion.

Try looking at the template for a music visualizer and hover over the spectrum structure output.

You can also hover over the output for the Faces structure from the JavaScript patch in the cube.qtz composition.

Numbers are simply that, values, sans structure.

The red laser lines are the bounding box being set be visible, you can set them to be invisible.

The Particle Tools download page has a link for the source code download and that archive contains the demo compositions I earlier referenced.

You could also use Kineme Structure Tools to make named structures that do conform with what other structure receiving patches will like.

Structures.qtz35.89 KB

fhill2's picture
Re: Info about Particle Tools please? :)

Thankyou. That's made everything a lot more clear. I took a look at the templates.

From what i'm understanding is:

A Structure is more than 1 group of values.

A Number is just 1 group of values.

& all of these can change over time.

Different 'structure' type input/outputs on a patch need different structures put in or out of them, because, just for an example, some might contain 2 groups of numbers and some 4 groups of numbers.

Am i on the right track here?

P.S Just because i'm a beginner here :D could you please verify what Value means please?

Thankyou for your help.

cybero's picture
Re: Info about Particle Tools please? :)

Value | Values

In computing terms a value is the product of an expression that cannot be evaluated any further, resulting, in regards of how Values are used in QC, in a given number. The number might be to do with Size, Scale, RGBA values, whatever :-)

Yes you are on the right track. Just keep on hovering over inputs and outputs, they usually tell you what type of data they want, Image, Number, Structure. If they are offering a range of Options, they'll be an Indexed list.

fhill2's picture
Re: Info about Particle Tools please? :)

Okay, that's great. Thanks.

Yes. I guess i just need to look at a few more inputs and outputs.