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Need help on SDF as pop influence collider ?


sebkaine

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Hi guys,

 

I was trying to push my understanding of the gradient + volume sample node. 

i must admit i am still not fluent with them.

 

I'm trying to replicate this kind of stuff

 

at the moment i've got this , but i struggle to get smoother result.

what i find hard is how to remap the distance to get 

- particle close to the object collision slide on it with a small offset

- the influence fade smoothly with distance

- the particle that are in front go outward

- then when the object is pass they go inward.

 

If you have any tricks or ideas to enhance this that would be great !

 

Thanks for your time !

 

Cheers 

 

E

 

 

test_sdf.hiplc

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Many thanks for the hip Remi, definitly some very useful stuff there !

 

You are right a 2d fluid would be the best way to do that.

But my goal was really to understand / master the volumegradient() + volumesample() method to control POP behavior.

 

I though this idea of a wind tunnel fx was a good exercice.

how to make POP slide against a surface but by keeping control over their path is really what i try to do.

 

i have the feeling that this technics is extremely powerful to control precisly FLIP / PYRO / POP but i don't master it yet ! :)

 

I'm gonna keep digging this to enhance v2.

 

Cheers 

 

E

Edited by sebkaine
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