cowboy71 Posted September 5, 2012 Share Posted September 5, 2012 So I'm trying to put together a little collapsing road sim and everything is going smooth, but i have one question about particle emission. The particles in the scene currently fall and keep emitting with the points that are fractured, I have an expression on the birth probability that activates them when the velocity reaches a certain number, but I don't need them to keep emitting once they are under ground. Plus it would make my smoke sim very heavy. So what I'm asking is how do I get the fractured pieces to stop emitting once they reach a certain height or velocity. Provided a screen shot of what is going on right now. Thanks. http://www.client-projects.com/_transfer/screenshot.jpg Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted September 5, 2012 Share Posted September 5, 2012 Hi, You could delete the geometry points that reach a certain value in Y (bellow 0, for example), outside the popnet. Alternatively, inside (or outside) the popnet you can put a kill the particles that fall past a certain Y value. Cheers Quote Link to comment Share on other sites More sharing options...
cowboy71 Posted September 5, 2012 Author Share Posted September 5, 2012 Hi, You could delete the geometry points that reach a certain value in Y (bellow 0, for example), outside the popnet. Alternatively, inside (or outside) the popnet you can put a kill the particles that fall past a certain Y value. Cheers ah, got it. Thanks a bunch Quote Link to comment Share on other sites More sharing options...
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