vinyvince Posted July 28, 2020 Share Posted July 28, 2020 (edited) Great setup to start! Now be carreful using the popadvectbyvolume and a raysop in this way create strange behaviour and you can t get some stream leaving the surface too. . Another condition should be added based on the slope, velocity or accumulation. You could add more friction on the group, stretching the scatter box along the velocity with a wrangle like : vector v = v@v * @TimeInc; float d = dot( normalize(v@v), normalize(v@N) ); v@P += v*d * chf('mult'); I added some wind force with sin and cos based on @F myself to kill the straight and parallel streams than a prop wrangle to decrease the same after the Pop replicate (@pscale *= 0.95;) to mimic the form of a drip water sliding . In this setup, in SOP the pscale is override on one stream output by the age, so another wrangle will be needed i guess. Atom anyway knows much more here ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas Edited July 28, 2020 by vinyvince Quote Link to comment Share on other sites More sharing options...
mayaanimator Posted April 8, 2021 Share Posted April 8, 2021 That's great, thanks Atom Quote Link to comment Share on other sites More sharing options...
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