pbarua Posted February 1, 2013 Share Posted February 1, 2013 (edited) I want to lock particles to geometry so that wherever geometry goes, particles remain locked to that. Edited October 13, 2016 by pbarua 1 Quote Link to comment Share on other sites More sharing options...
Annon Posted February 1, 2013 Share Posted February 1, 2013 Well there are lots of ways of varying complexity. But the simplest is to do your particle sim on a static object and then use the lattice set to point mode to get them to move with the body. It's not going to be the best way by far, but will get you started. Quote Link to comment Share on other sites More sharing options...
sanostol Posted February 2, 2013 Share Posted February 2, 2013 some other ways are: 1. create a primitive attribute with the primitive area stored inside before deformation (measureSOP does it) and just scatter points with the scatterSOP using that attribute. If You geometry deforms points stay consistent 2. scatter the points and store the primuv and prim id onto them, You can get the position on the primitive with a vopSOP (unfortunately it is singlethreaded) 3. Ignore the primarea inside the scatterSOP and it scatter the points the same during deformation in the example I attached a trail sop to visualize that the pointdistribution is constant followpoints.hip 3 Quote Link to comment Share on other sites More sharing options...
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