Jump to content
leo grabau

Loop Particles for Geo Instances

Recommended Posts

Hi everyone

Wonder in knowing, I am trying to get a kind of loop particles systems, means that when they collide with an object, will recover back their original position and re-simulate creating a loop. Main constraint here is that ptnum must to be constant, cannot die.

After this it would allow to set different conditions as reboot when leaves frustrum or after a certain initial age, etc.

My only issue is that I arrive at update (in the wrong way for being honest) the velocities to re-do the sim cycle, just that goes in the worng direction, exist a way to make them restart with their initial velocities, attached a HIP file of example. Thanks 

LoopParticlesTEST.hip

LoopParticlesTEST_exemple.PNG

Share this post


Link to post
Share on other sites

Do you need to use pops, or can it be done in a procedural approach that doesn't involve simulation?

Edited by moneitor

Share this post


Link to post
Share on other sites

Just use the loop Make Loop from the game development tool shelf, it's just a fancy blend shape anyways. It will do your tick with less hassle, than solving it in DOPs.

  • Like 1

Share this post


Link to post
Share on other sites

Well I am not forced to do it in DOPs or sim but certainly, need to Loop and point count must to de the same, DOPs because we are going to see impacts through a window 

Share this post


Link to post
Share on other sites
2 hours ago, LaidlawFX said:

Just use the loop Make Loop from the game development tool shelf, it's just a fancy blend shape anyways. It will do your tick with less hassle, than solving it in DOPs.

Issue is that using POPs the Loop Tool Has issues blend properly the Position also because need to be driven by custom fields to get turbulent wind and make them repositioned from starting position :)

Share this post


Link to post
Share on other sites
3 minutes ago, moneitor said:

This one should also work if you increase the substeps.

 

LoopParticlesTEST.hip

Thanks a lot, definitively this is the think, now I am arranging some conditions due that speed is driven by Pyro sim to make wind turbulence but your formula is accurate.

:)

Share this post


Link to post
Share on other sites
Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×