3__ Posted February 3, 2004 Share Posted February 3, 2004 I've been using pflow in max6 for a job recently and its a nightmare to use (stability & performance problems), so I'm wondering if anyone whom has used pflow can direct me to equivalent setups/tutorials for POPs. Namely replicating the following: find target, will collide test, conditional event branching, material switching, animated-instanced-geometry offsetting and object fragmenting. thanks, -cpb Quote Link to comment Share on other sites More sharing options...
stevenong Posted February 3, 2004 Share Posted February 3, 2004 Hey cpb, The legacy POPs tutorials, which can be found at the SESI Community under Effects of the Learn section, should cover most, if not all, of what you're looking for. Cheers! steven Quote Link to comment Share on other sites More sharing options...
3__ Posted February 10, 2004 Author Share Posted February 10, 2004 thanks stephen, that covers most things except a 'will collode' test... -cpb Quote Link to comment Share on other sites More sharing options...
edward Posted February 10, 2004 Share Posted February 10, 2004 A "willcollide" test? How do you know if a particle will collide until it collides? If you're looking for an "iscollided" test, the Collide POP allows you to create a group of the collided particles. Quote Link to comment Share on other sites More sharing options...
3__ Posted February 10, 2004 Author Share Posted February 10, 2004 my guess is that plow just uses a linear particle travel-direction vector for an intersect ray test. the problem is that the vector changes from fame to frame if the particle trajectory is curved. It could probably be scripted to guess a trajectory crve based on a sample of previous frames though. -cpb Quote Link to comment Share on other sites More sharing options...
edward Posted February 11, 2004 Share Posted February 11, 2004 That's only if you know the function of the trajectory. You have no way of knowing in general, esp in POPs given that you can do anything you want at any frame. Quote Link to comment Share on other sites More sharing options...
Marc Posted February 11, 2004 Share Posted February 11, 2004 There is the little known 'dist' attribute that the collision pop will give you. Its meant to return the distance to collision, but its only accurate if your particles are moving in a very consistent way (like, I dunno.. a straight line perhaps? ). It may help a little though... Cheers Marc Quote Link to comment Share on other sites More sharing options...
3__ Posted February 14, 2004 Author Share Posted February 14, 2004 $DIST works very nicely for a linear 'will collide test', thanks Marc. now for the trickiest one: having particles seek random locations on an object or having them seek a random location that has a given diffuse colour... -cpb Quote Link to comment Share on other sites More sharing options...
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