
The Blurp Operator is designed to let you create particle
morph animations quickly and effectively. The main idea behind Blurp is
the creation of complex disintegration / re-integration effects. An often-used
description for this kind of effect is the idea of taking a character
like Dracula, having him disintegrate into a flock of flying bats, then
having those particles re-assemble into the shape of a snarling dog.
While these kinds of effects could be accomplished using other operator
and rule combinations inside of thinkingParticles, this Operator takes
the headaches out of creating them and should help speed your workflow.
In order to trigger the Blurp Operator you will need to pipe in a True condition to the ON input data stream. Without a True condition the operator will not work.
Also keep in mind a particle morph between ANY mesh objects is possible. However, as a rule of thumb, the number of faces should be as equal as possible (or fairly similar) - this will guarantee more believable results within the transition. Trying to get equally sized fragments (similar shapes, tessellation) will help you in producing some serious eye candy with Blurp.
ON - (Bool) This input data
stream determines whether the operator is considered 'on' or 'off'. You
can connect other operators to this input channel such as a Bool Helper
to activate/deactivate the whole operator.
Time - (Time) This input data stream is used to define the local
time for the operator when the user wants to override the default system
time.
Animation Phase - This input
sets the particles' morph progress. You must animate
this parameter when you want to morph between multiple objects. A value
of 0.0 means Frame 0 within the animation and a value of 1.0 means the
last frame within the animation.
No Operator Outputs.

Group - Use this dropdown menu to select the particle group that
is to be used as the container for the picked objects' particles.
Animation Phase - This parameter sets the particles' morph progress.
You must animate this parameter when you want to morph
between multiple objects. A value of 0.0 means Frame 0 within the animation
and a value of 1.0 means the last frame within the animation.
The Blurp Operator is able to do multiple particle morphs within a single
operator. Because of this flexibility, you can morph one object into another
while using many other objects as intermediate steps in the transition.
In the Object listbox you'll find all of the objects that are to be used
to morph between. All objects are handled by a top-down order.
TIP: Be aware that you can also pick any Helper object in addition
to standard geometry. Helper objects are used as a position indicator
for the particle flow direction and are not as a target shape for the
Blurp Operator. The particle stream will pass through the helper object's
position when included in the Object Listbox.
REM. - Press the REM. button to remove any selected object from
the listbox window.
Hide/Unhide - This button lets you hide or unhide the original
objects selected (as they will be instanced for the Blurp effect).
PICK - Use this button to select any 3ds Max
objects in the scene that you want to use within the Blurp effect. When
selected, the object will be added to the bottom of the list.
Up / Down - These two controls move a selected entry up or down
the list. Remember that the top to bottom order of the objects in this
list defines the order of the morph effect.
Use SubTree Also - Activate this checkbox to make sure that linked
children objects are also included within the morph transitions between
objects.
From To - This dropdown list lets you choose how the fragmentation
process should start/evolve. The reference for up/down or left/right is
the local object z-axis.
In Tangent - A particle morph looks best when the transition between
two objects is smooth. When you add two objects to the Object Listbox,
a spline path is drawn between the morphing objects to show you how the
transition is to occur. Using this spinner, you can flatten out the trajectory
and create sharp edges in the path leading into the object.
When setting this spinner, be sure to select the object in the listbox before you adjust the relevant tangent of the spline corner.
Out Tangent - Using this
spinner, you can alter the trajectory along the path leading away from
the object.
Stay Time [%] - This spinner value reflects the percentage of
time a selected Blurp object stays together before it gets fragmented
again as it morphs into another object. This spinner is only useful when
there are at least three mesh objects in the morph list.
This spinner's value is used ONLY by the selected Blurp object in the list window. If you want to use the same Stay Time [%] on all of your Blurp objects, be sure to set them all independently.
Let's take a hypothetical example of a Blurp effect that has three objects
in it and is animated to be exactly 100 frames long. As you transition
from Object #1 to Object #2 to Object #3, the timing will be equal by
default. This means that the first object will be visible at frame 0,
the second object will be visible at frame 50 and the third object will
be visible at frame 100.
It is important to recognize that since you're morphing from one object to another, the first frame will be the only time you see the complete first object, and the last frame will be the first time you'll see the last object completely assembled from the morph effects as shown below.
As you can see, at frame 0, the sphere labeled 1 is visible and whole.
At frame 50, the sphere labeled 2 is visible and whole, and at frame 100,
sphere 3 is visible and whole. In between those frames, the object's fragment
and move from position to position.
Now to transition from frame 0 to frame 50 (morphing from Object #1 to
Object #2), the original object is fragmented (turned into chunks) and
moved along a path and then re-assembled into the new object. Likewise,
going from frame 50 to frame 100 (morphing from Object #2 to Object #3)
must also go through the disassembly and re-assembly processes. And time
here is also split equally so that the fragmentation and rebuilding processes
are the same in terms of evenly divided timing.
So if you change the Stay Time [%] value for all three of the Blurp objects
to 25%, it means that 25% of the time that is devoted to fragmenting the
objects is "stolen" from the overall timing so that the complete
object is visible for that amount of time.
Frag Time [%] - This spinner sets the time the object needs to
become fully fragmented. Like the Set Time [%] spinner, this value represents
a percentage of the total animation time. If you set this value to 300%
for example, the fragmentation process of the selected object will take
three times longer than it would usually take.
This spinner's value is used ONLY by the selected Blurp object in the list window. If you want to use the same Frag Time [%] on all of your Blurp objects, be sure to set them all independently.
Next Time [%] - This spinner
defines the time it takes for the fragments to move from one position
(source) to another (target). Like the Set Time [%] spinner, this value
represents a percentage of the total animation time. If you set this value
to 300% for example, the motion of the selected object will take three
times longer than it would usually take.
Helper Scale [%] - This value defines how much of the scaling
information of a selected helper object should be taken to “squeeze” the
fragments along their path to the new object position. You may use this
feature to send a stream of particles through a little hole or underneath
a door. In these cases, the scale transformation of the helper object
is taken to define the squeeze.
Scale Particle - This checkbox is used to tell the particle fragments
to scale down as well as they pass through the selected helper node. When
unchecked, the fragments will retain their size as they pass through the
helper object.
Material Mixmode - Activate this checkbox to get proper material
morphs between the various objects.
Mixmode Frames - This Parameter defines the time it takes to blend
the materials between the various Blurp stages.

The Blurp operator uses the exact same settings to control the object
fragmentation as you find within the Fragment
Operator. The only difference you might see is that the Blurp operator
does not use any maps or materials to control the Fragmentation order.
Group - Use this dropdown menu to select the particle group that
is to be used as the container for the picked objects' fragments.
No Fragments - Activate this checkbox to enter non-fragment mode.
Fragments aren't actually created, however this option can be a lifesaver
when you want to see the order in which your object activates its fragments.
This can also be a tremendous time saver for compositing tasks.
Single - Choose this option to use all triangles as independent
object fragments. This option is useful when you want to simulate dust
or very small debris. The other two options - Smooth and Distance and
Count allows you to control the amount and size of the object fragments.
Smooth and Distance - When Smooth and Distance is chosen, two
additional parameters are also enabled (Smoothing Angle
and Radius [%]). All fragments with the same surface
smoothing angle (set in the Smoothing spinner) will Use the size (radius)
as set in the Radius [%] parameter.
Smoothing Angle - This spinner controls the size of the fragments
when Smooth and Distance is checked. All fragments with
the same surface smoothing angle will then use the size (radius) as set
in the Radius [%] parameter to create fragments.
Radius [%] - This spinner sets the radius to be used for controlling
fragments when Smooth and Distance is checked. Radius
[%] is measured as a percentage of the object’s bounding box size, so
a larger percentage will result in bigger fragment chunks.
Count - When this option is selected, the Count
spinner becomes active. As a result, you can set a specific number of
fragments to be created.
Count - This spinner's value controls the minimum number of fragments
that should be created. However, you should be aware that this parameter
also performs additional object tessellation in cases where the mesh isn't
detailed enough to create the number of chunks. In these cases, the mesh
will be adaptively subdivided to accommodate the Count value.
Thickness [%] - This spinner sets the thickness of the fragmented
geometry. At a value of 0.0, the fragments are single-sided with no thickness.
When greater than zero, the fragments are extruded inward at fragmentation-time
by the amount specified to produce a solid appearance. When using thickness
in your fragments, the inner and outer surfaces of the fragments use identical
smoothing; and this smoothing is picked up from the object-based emitter.
Worth noting is that the edges of the fragments are not smoothed.
Be aware that using this spinner can double or quadruple the number of faces.
Outside ID - This spinner
lets you assign a Material ID that should be used on the outside faces
of the fragments. In order to do this, be sure to assign a Multi/Sub-Object
material to the selected emitter.
Edge ID - This spinner lets you assign a Material ID that should
be used on the newly created edge faces of the fragments. In order to
do this, be sure to assign a Multi/Sub-Object material to the selected
emitter.
Backside ID - This spinner lets you assign a Material ID that
should be used on the newly created inner faces of the fragments. In order
to do this, be sure to assign a Multi/Sub-Object material to the selected
emitter.
The Blurp Operator is unique when it gets into creating particle fragments.
In contrast to other standard 3ds Max particle systems, Blurp can also
handle the remaining mesh of the fragmented object. The remaining mesh
refers to the geometry that still appears as the fragments break off.
The options are None, Hollow and Solid.
None: When this option is selected, the Fragment Operator will
not have a remaining mesh. As such, the entire object will disappear,
and only as the emitter's vertices exceed the Threshold spinner value,
they appear as chunks. This might look odd, but in combination with the
No Fragments option you may use this for perfect compositing.
Hollow: When this option is selected, you will be left with a
hollow remaining mesh. At the beginning of the fragmentation, the object
appears solid, and then pieces begin to break off. The result is that
this effect looks like the object is exploding into little pieces over
time .
Solid: When this option is selected, the remaining mesh will continue
to be a complete solid object. This option is useful when you want to
get an effect that looks like the fragments are peeled off or blown off.
With clever use of different Material IDs you can also create an effect
of breaking a hull or battle damage to a surface where debris flies off
and yet you still have another raw surface beneath.
Thickness [%] - This spinner sets the thickness of the remaining
mesh. Values greater than 0.0 produce a remaining mesh surface that is
incrementally smaller than the original emitter surface (to enhance the
peeling effect when Solid is chosen for the Remaining
Mesh).
Outside ID - This spinner lets you assign a Material ID that should
be used on the outside faces of the remaining mesh. In order to do this,
be sure to assign a Multi/Sub-Object material to the selected emitter.
Edge ID - This spinner lets you assign a Material ID that should
be used on the newly created edge faces of the remaining mesh. Understand
that the only way to see this material is when you choose Hollow
as the remaining mesh algorithm. In order to do this, be sure to assign
a Multi/Sub-Object material to the selected emitter.
Inside ID - This spinner lets you assign a Material ID that should
be used on the newly created inner faces of the remaining mesh. Understand
that the only way to see this material is when you choose Hollow
as the remaining mesh algorithm. In order to do this, be sure to assign
a Multi/Sub-Object material to the selected emitter.