zetagz Posted October 20, 2014 Share Posted October 20, 2014 Hi All, I have particles which emits smoke, and I want it stops when colliding. I quess i can somehow control it with hit attributes but i dont know how! I have particles and pyrosolver in same dopnet Quote Link to comment Share on other sites More sharing options...
Whatsinaname Posted October 20, 2014 Share Posted October 20, 2014 You might use a POP Collision Behavior and add the particles that collided to a group, preserve that group and kill the Group's members. Is it that what you need? Quote Link to comment Share on other sites More sharing options...
zetagz Posted October 20, 2014 Author Share Posted October 20, 2014 Sorry, I wrote in hurry and now I realize that i wasn't clear enough. I am looking solution, how to control "density" attribute by "hitnum" attribute. I'll try to stop gradually emitting smoke by collision count. Just trying to learn how to use attributes in practice . -z Quote Link to comment Share on other sites More sharing options...
pezetko Posted October 22, 2014 Share Posted October 22, 2014 A little tip: share an example scene and you will probably get a better answer or even solution (also much quicker). Do particles and pyro need to be in same dopnet? Do they affect each other? I would define max hit count (e.g.:6), then remap that (hitnum) to 0-1 range and use complement of that as density multiplier for volume source. Quote Link to comment Share on other sites More sharing options...
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