Baram Posted November 14, 2016 Share Posted November 14, 2016 Hi there, I am trying lots of papers dragging along the ground by wind(force), how to keep papers always parallel to ground, like papers spinning on the air when the landed to ground papers should lie on the ground, I could not figure out the how to correct axes, this is particle aproche Thank in advance, Baram Quote Link to comment Share on other sites More sharing options...
Atom Posted November 14, 2016 Share Posted November 14, 2016 (edited) Here is a modification to Fencer's example on using a mask for a wind force within a particle system. I have added a random orientation attribute to keep them flat on the ground. ap_wind_particle_paper_lands_on_surface.hiplc Edited November 14, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Baram Posted November 15, 2016 Author Share Posted November 15, 2016 Thanks Atom, It si not really what I am looking for, in this case all particles oriented to same axe, which is not natural. I need when the particles hit to ground should be oriented themselve such as in 5 frame, Baram, Quote Link to comment Share on other sites More sharing options...
Baram Posted November 15, 2016 Author Share Posted November 15, 2016 no one ? Quote Link to comment Share on other sites More sharing options...
Atom Posted November 15, 2016 Share Posted November 15, 2016 (edited) Why don't you just let the collision work naturally? Instead of using flat planes/grid, turn your particle object into a very thin box so it has an edge. It is very doubtful that the resulting collision with the ground plane will cause the leaf to stand on edge. More than likely it will fall on the flattest side. Edited November 15, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Baram Posted November 15, 2016 Author Share Posted November 15, 2016 I need to get same result tutorial from peter Quint which is Particle Leaves, but it's old particle system, I do not know how to implement to new pop network, I have tried but did not worked. attached the file particle_leaves.hip Quote Link to comment Share on other sites More sharing options...
Baram Posted November 16, 2016 Author Share Posted November 16, 2016 Why don't you just let the collision work naturally? Instead of using flat planes/grid, turn your particle object into a very thin box so it has an edge. It is very doubtful that the resulting collision with the ground plane will cause the leaf to stand on edge. More than likely it will fall on the flattest side. I am not sure I did understand this theory. If I am using pop how would I collide boxes as RBD? Quote Link to comment Share on other sites More sharing options...
Atom Posted November 16, 2016 Share Posted November 16, 2016 (edited) You are correct that copying boxes to POP points, after the fact, will not allow for collision. But you can copy boxes to points and create a rigid body object out of them (I just used the shelf tool) and feed that into a DOPs simulation. (i.e. no POPs at this point) It is a very similar workflow but allows full geometric collision. Compared to POPs I had to crank the wind force very high. In this example it is set to 600. ap_RBD_leaves_with_wind_mask.hiplc Edited November 16, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Baram Posted November 17, 2016 Author Share Posted November 17, 2016 Thanks Atom, appreciated, Quote Link to comment Share on other sites More sharing options...
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