poppy Posted September 15, 2011 Share Posted September 15, 2011 The Variance parameter in Source particle node. How can I apply them using object space instead of world space ? Thanks Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted September 15, 2011 Share Posted September 15, 2011 You wan't velocity to be in object space? I think you are thinking in a wrong way at the moment. Quote Link to comment Share on other sites More sharing options...
poppy Posted September 15, 2011 Author Share Posted September 15, 2011 You wan't velocity to be in object space? I think you are thinking in a wrong way at the moment. Well, what I really want is a way to adjust the particle look. Say, a moving bug spray , I wanted to control the spray. If the nozzle was facing world space x,y,z directly to make it spread and continue nicely , I just apply the variance x,y,x, right? But, if it moving? How can I do it the right way? Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted September 15, 2011 Share Posted September 15, 2011 Create some attribute that contains the direction and make the variance depend on it. Quote Link to comment Share on other sites More sharing options...
poppy Posted September 15, 2011 Author Share Posted September 15, 2011 Are there any example? I'm quite new. and thanks Quote Link to comment Share on other sites More sharing options...
pclaes Posted September 16, 2011 Share Posted September 16, 2011 why don't you bring in the spray geometry into sops using an object merge set the Transform parameter to "into this object". This will give you a moving emitter that is disconnected from whatever animation you have at object level. Quote Link to comment Share on other sites More sharing options...
poppy Posted September 16, 2011 Author Share Posted September 16, 2011 (edited) why don't you bring in the spray geometry into sops using an object merge set the Transform parameter to "into this object". This will give you a moving emitter that is disconnected from whatever animation you have at object level. Hey pclaes, Thanks for advice. Could you please have look at my file? thanks spray.hipnc Edited September 16, 2011 by poppy Quote Link to comment Share on other sites More sharing options...
poppy Posted September 16, 2011 Author Share Posted September 16, 2011 (edited) I got it! pclaes's way. You save my life, man! and thanks Erik_JE too EDIT I was wrong! What I did seemed to work, but it not! -.- I still need some example on this pleasse thanks Edited September 17, 2011 by poppy Quote Link to comment Share on other sites More sharing options...
poppy Posted September 19, 2011 Author Share Posted September 19, 2011 Create some attribute that contains the direction and make the variance depend on it. Chould you please gimme hint to the "variance depend on it" part? Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted September 19, 2011 Share Posted September 19, 2011 This is just a bad example but it shows the idea of creating the velocity to use in SOPs where you know in which direction it is traveling etc and then using that info to add velocity in the popnet. velocitystuff.hipnc Quote Link to comment Share on other sites More sharing options...
loudsubs Posted September 19, 2011 Share Posted September 19, 2011 If you create a vector attribute, before the animation, the vectors will stay oriented in the direction you want when you apply the animation. Use this vector as your velocity. When it comes to POPs, the birthed particles will use the point normal attribute 'N' to inherit velocity from, if it exists. I gave your emitter point normals, and now the particles use those vectors to inherit velocity. spray_ac.hipnc 1 Quote Link to comment Share on other sites More sharing options...
poppy Posted September 22, 2011 Author Share Posted September 22, 2011 (edited) If you create a vector attribute, before the animation, the vectors will stay oriented in the direction you want when you apply the animation. Use this vector as your velocity. When it comes to POPs, the birthed particles will use the point normal attribute 'N' to inherit velocity from, if it exists. I gave your emitter point normals, and now the particles use those vectors to inherit velocity. thanks Loudsubs and Erik_JE this really teach me alot wow 1 So just repeat what I understood from your hipnc here. You created Point node and set the position to emitter's TX Y Z. This Point node will tell where the emitter normal is in world space - this is inherited. Then when I use "add to inherited transform" in popnet Source, it add parameters to the value from point node. I got it correct, right? Edited September 22, 2011 by poppy Quote Link to comment Share on other sites More sharing options...
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