According to last TOEIC test , my English grammar is still terrible , this is the reason why I purchased grammar practice book and hope that can help me to enhance and improve my grammar as faster as I can.
In my opinion , while learn for foreign language (whatever which language), the biggest obstacle is vocabulary .
Because if you have nerve heard or learned vocabulary before that you have only a little chance to understand(maybe guess) what this vocabulary exactly meaning is , besides any writing / conversation is based on it.
According to one of mine friend and some learning materials I read before , 8000-10000 vocabularies is a key for English learner , it just like a gate if you can overcome it and across this gate that will provide you a whole new world you ever seen before.
I'm still working on it , try to learn and remember as much vocabularies as I can , I plan to finish the TOEFL' vocabularies before the ending of August ,that can provide me more than 2000 vocabularies to acquire .
Belong to BOX3's sample scene , that provide a efficient way to do some collision jobs without any physical engine. I try to keep the explanation simply , in this sample the data flow do only 3 things to calculate final results for all particles.
1.Fetch Z component from particle.
2.Calculate particle shape's volume(of cause it's approximately) and use this value to avoid the particle penetrate into Deflector.
3.Reorder the data flow , ensure the Collision OP still work correctly.
Of cause , collision solution like this doesn't very precise as other physical engine does. But still useful and very very fast and cheap cost ;)
I learned the sample and extend it to have a ability to calculate on complex object , yeah!~
For now , I'm trying to achieve it on Houdini's VOPPOP , but I'm a complete newbie against Houdini's VOP :( , if I have any progress on it I will post here.
I'm pretty sure that PhysX Glue will do it's job very well , but I don't think so using of PhysX Glue is a efficient way to achieve for this purpose ,besides PhysX engine doesn't stable enough (at least on my working environment ).
So for this reason , I made a H2O-like molecular animation with BOX3 Data OP.
Here is the model of hydrogen bonds between molecules of water(From wikipedia)
(Click on video to see HD size)
Recently , I have spent a lot of time for research and try to understand how Box3's Data flow work.
Unfortunately, in some case BOX2&BOX3 doesn't integrate each others enough as I assumed as.
In Houdini any time if you want , you can use a DOP import node any where that provide you a way of using simulated shape data.
Maybe my method was wrong , I had tried several times that attempt to figure out or find a way of passing BOX2's Phys X particle shape to BOX3 , but in BOX3 even used particle proxy sub-op node that still couldn't fetch any particle shape information from BOX2 , so sad ;( Maybe this is a limitation of BOX2&BOX3 , who knows ...
Also , BOX2's Phys X is fast but not very stable on my system , sometimes even get some steps on time slider that cause whole Max's crashing.
But in other hand , BOX2&BOX3 still provide you a very flexible environment of creating your own particle rule/system .
And here is some my R&D jobs , some was done with Max's Particle Flow and others was done with Houdini's DOP+POP .
(You can click White Viemo Text right-below the video and see it on Vimeo website with HD size ;) )
1. Cultivate some sunflowers in the ground when object passed.
Full Controlled by PFlow BOX3 Data OP
2. Create particles with square , full controlled by BOX3 Data OP
3. Max Debris Generation Test
4. Houdini Debris Generation Test
5. Fume R&D