lexlopez26 Posted November 26, 2016 Share Posted November 26, 2016 Hello! I'm working on putting dust on the tires of a car as it speeds. This is probably the dumbest question but, what precisely do you control the direction of the smoke effect? I don't want it to go up, I want it to be static until a collision happens. Please help, -Alex Quote Link to comment Share on other sites More sharing options...
Yon Posted November 26, 2016 Share Posted November 26, 2016 Anything that works on the velocity field, buoyancy lift/direction parameters are basic. Try using the tires as a source to a particle network and set Emission Attribute to v. In SOPS, use a trail sop to set to compute velocity, then wrangle this; float emit = ch("Threshold"); if(@v < emit) { @v = 0; } Particle will only spawn when greater then the Threshold parameter, and emit more the faster they spin. Then source your dust from these particles. 2 Quote Link to comment Share on other sites More sharing options...
catchyid Posted November 26, 2016 Share Posted November 26, 2016 Just out of curiosity James, how would you use these particles to create the look of dust? I think using these particles as a source of smoke + smoke solver would work? Thanks, Quote Link to comment Share on other sites More sharing options...
Yon Posted November 26, 2016 Share Posted November 26, 2016 Yeah just using the pyro/smoke solver. If anyone hasn't sourced from particles you can run shelf tools off them in your import_particles node. I haven't tested that particle setup but it works in theory. Then it's just dialing parameters and using a low density shader. 1 Quote Link to comment Share on other sites More sharing options...
lexlopez26 Posted November 27, 2016 Author Share Posted November 27, 2016 Thanks James!! It worked!! One other question if you don't mind, have you ever emitted particles from an animated Alembic file? Quote Link to comment Share on other sites More sharing options...
Yon Posted November 28, 2016 Share Posted November 28, 2016 No but it shouldn't be any different. If the abc archive node is throwing you off you can always write it out as bgeo.sc and bring it back in. Quote Link to comment Share on other sites More sharing options...
rbowden Posted November 28, 2016 Share Posted November 28, 2016 Shouldn't even have to write it out as a bgeo.sc unless you are manipulating the geo itself and getting rid of groups and attributes. Since alembics come in as packed geo, you just need to put a convert sop or either an unpack sop after your alembic so you turn it into polys. After that you should be good to go. Quote Link to comment Share on other sites More sharing options...
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