Naeem Posted July 22, 2013 Share Posted July 22, 2013 Hi everyone, I am trying to create impact dust when a piece of rock hits the ground. To emit particles I used attribute transfer to create the source from which the particles are emitted and everything is fine to this point. However, I would like the particles to stop emitting when the source geometry stops moving and I can't figure out a way to do it without keying the activation value. Thoughts? Please see attached hip file to get a better idea. Thanks. RnD_Impact_Dust.hip Quote Link to comment Share on other sites More sharing options...
Aeonx21 Posted July 22, 2013 Share Posted July 22, 2013 I think keying is the easiest way for this type of scene. Is there a reason why you don't want to key it? Quote Link to comment Share on other sites More sharing options...
rayman Posted July 22, 2013 Share Posted July 22, 2013 (edited) Add VOP SOP Multiply Cd by velocity Len Then use $CD > 0 as delete expression Use this value as particle trigger based on velocity. You can set it in your case even up to 2 RnD_Impact_Dust_fix.hipnc Edited July 22, 2013 by rayman Quote Link to comment Share on other sites More sharing options...
Naeem Posted July 23, 2013 Author Share Posted July 23, 2013 Hi Aeonx21 - Keying would work but I was hoping to find a procedural way of it doing so I wouldn't have to keep changing the key if the simulation changed. @rayman : Thanks a lot. I'll look into it. Quote Link to comment Share on other sites More sharing options...
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