br1 Posted May 12, 2016 Share Posted May 12, 2016 Hey, Let's say I scatter 43 points on a sphere and use it as emitter. So, in my sim I want to emit 43 points, not more , not less, but I don't want them all emitted at the same frame, which would be easy using npoints("../../sphere/scatter1") and an impulse activation. What's the simplest way to get them to be emitted randomly over 100 frames ? I was going for an emission of all of them at frame 1, then "activating" them later with a group based on random ID, but wonder if I' m not missing an easier method. Any tips ? Quote Link to comment Share on other sites More sharing options...
br1 Posted May 12, 2016 Author Share Posted May 12, 2016 Here is my test, it works, I used the the random tab in my group to add particles and activate them. Still, I'll welcome easier solutions. emit_points_frames.hip Quote Link to comment Share on other sites More sharing options...
rich_lord Posted May 12, 2016 Share Posted May 12, 2016 Why not just delete the points you don't want in SOPS each frame. Then you dont have to do anything in POPs. There's loads of ways to do this and its very controllable. Here ive just used this expression in a blast node. `floor(fit(rand(@Frame), 0, 1, 0, npoints("../scatter1")))` emit_from_points.hip 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.