cwalrus Posted November 12, 2015 Share Posted November 12, 2015 stumped! I want some of my particles to have less mass than others. I've tried several things: 1- duplicating the gravity way upstream and changing it per stream. Doesn't work - gravity doesn't like to be above the Solver? 2 - creating a POPGroup called "MyParts", then trying to access it via the gravity node's "Group" option. Can't seem to access the group - it's not in the gravity's Group selection menu. 3- create mass. Um. How the bleep do you do that??? Any tips? THanks! Quote Link to comment Share on other sites More sharing options...
fathom Posted November 12, 2015 Share Posted November 12, 2015 you using a pop force node or a gravity node? pop force might be more flexible. for example, it goes above the solver. it also has vex expressions to adjust the values per particle. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted November 12, 2015 Author Share Posted November 12, 2015 Well i figured out mass sort of- simply add a POP Property node and check it...... Then of course I have a mass slider, but changing that doesn't seem to affect the particles. I've been assuming that a POP stream is isolated to the actual network 'stream' on which you are working, but now after reading some posts I think that I have to set up a "POP Stream" to separately affect the... streams. How do I specify in a POPStream node to access only the particles that have been replicated, or only the particles piped into their input? I want to have access to both the originals, and the replicated ones... thanks for info! Quote Link to comment Share on other sites More sharing options...
Guest tar Posted November 13, 2015 Share Posted November 13, 2015 Seems like you're missing that mass is never affected by gravity... so you need to uncheck 'Ignore Mass' on a Pop Force node Quote Link to comment Share on other sites More sharing options...
cwalrus Posted November 13, 2015 Author Share Posted November 13, 2015 hmmm - but look at what the Docs say: The Gravity Force DOP applies forces on objects as if they were inside a gravity field. The amount of force is proportional to the object’s mass. If an object has twice the mass, it receives twice the force. Basically all I want is for some of them to fall fast and hard, like stones, and others to fall more slowly, like feathers. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted November 13, 2015 Share Posted November 13, 2015 Just create two gravity nodes and two popobjects, point each Gravity's Group to a popobject and set different Forces. There are better ways but this will work for now. BTW. Best to use the manuals as a guideline - it's works best to extrapolate it out. Quote Link to comment Share on other sites More sharing options...
anim Posted November 13, 2015 Share Posted November 13, 2015 hmmm - but look at what the Docs say: The Gravity Force DOP applies forces on objects as if they were inside a gravity field. The amount of force is proportional to the object’s mass. If an object has twice the mass, it receives twice the force. Basically all I want is for some of them to fall fast and hard, like stones, and others to fall more slowly, like feathers. that means in other words that the resulting acceleration will be the same regardless of the mass and not different as you expect since F = m*a and if Gravity is force proportional to mass then: F = G*m then G*m = m*a therefore G = a so whatever you set as your gravity will be acceleration of your particle regargless of the mass but to your actual problem: - just do 1 stream - vary mass using POP property with some VEXpression or wrangle or ... - add POP Drag to simulate air resistance - uncheck Ignore Mass on POP Drag, this will make heavy some objects fall faster than light ones - use POP Force with Ignore Mass on as proper gravity OR use Gravity Force DOP as you do now - play with Air Resistance on POP Drag 1 Quote Link to comment Share on other sites More sharing options...
cwalrus Posted November 13, 2015 Author Share Posted November 13, 2015 thanks guys Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.