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...
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