CSN0309 Posted February 19, 2011 Share Posted February 19, 2011 Hi, guys Has any one know how to emit particles when rigidbody collision happen? i got this effect possible by using attribtransfer node, and emit particles based on the "Distance". But i don't want to fake like that....Is there any way i can emit particles in terms of the collision attribute when collision happen?? either in SOP or DOP... Thanks collision_particle.hipnc Quote Link to comment Share on other sites More sharing options...
Macha Posted February 19, 2011 Share Posted February 19, 2011 Try this. It's not very good though. I'm sure there's a better way but I just woke up. *yawn* collision_particle.hipnc Quote Link to comment Share on other sites More sharing options...
Macha Posted February 19, 2011 Share Posted February 19, 2011 (edited) Uups, there should have been Impacts data in that dopimport node. Edited February 19, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
Macha Posted February 19, 2011 Share Posted February 19, 2011 (edited) Actually, have a look inside the default sopsolver... there is a network for generating impacts. Edited February 19, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
Macha Posted February 20, 2011 Share Posted February 20, 2011 Something like this. Now the red areas are impacts. You can convert it into area attrib and emit from it. collision_particlecol.hipnc 1 Quote Link to comment Share on other sites More sharing options...
CSN0309 Posted February 20, 2011 Author Share Posted February 20, 2011 (edited) Thank you Macha,i will look at your file. you always give some useful help! ! oh~ for my another question, i already got particles emitted from the Voronoi Fracture in DOP~ thanks Edited February 20, 2011 by CSN0309 Quote Link to comment Share on other sites More sharing options...
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