dreamagrery2 Posted January 5, 2017 Share Posted January 5, 2017 Hi all, I am trying to use geometry to control attributes on particles. Would anyone know how to do that? Problem. I have a flat bed of sand grains with their "static Kinetic" set very high. But I would like the collision geometry (a hand in this case) to diminish the "static Kinetic" attribute to a very low setting. Much like using the sop solver for fluids. Cheers, dreamagery Quote Link to comment Share on other sites More sharing options...
rreno Posted January 5, 2017 Share Posted January 5, 2017 (edited) Off the top of my head try using POP streams. So when the collision with the hand happens the particles are moved into a new stream. Then use a POP wrangle to change the desired attributes. Peter Quint has a great tutorial that goes over how to use POP streams to change attributes. https://vimeo.com/164883896 Edited January 5, 2017 by rreno Quote Link to comment Share on other sites More sharing options...
dreamagrery2 Posted January 5, 2017 Author Share Posted January 5, 2017 Cool. Thanks rreno. Appreciate the this. I will get back to you if I run into any more confusion. I will take a look at his tutorial. Quote Link to comment Share on other sites More sharing options...
dreamagrery2 Posted January 5, 2017 Author Share Posted January 5, 2017 Okay. So I have the stream going. 1. I have made a collision detection pop. This node allowed me to put that collision detection into a group 2. I put that collision detection group into the pop stream node. 3. Here is the tricky part. I now have to adjust the kinetic_scale attribute to a value of .1. Ugh. How do I do that. My VEX knowledge is very limited. Advanced thanks. Quote Link to comment Share on other sites More sharing options...
6ril Posted January 5, 2017 Share Posted January 5, 2017 in a wrangle node (popwrangle I guess) f@kinetic_scale = 0.1; Quote Link to comment Share on other sites More sharing options...
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