evanrudefx Posted April 28, 2017 Share Posted April 28, 2017 (edited) Question about particle scale. All I did was create a location particle emitter. Then I converted the particles using the vdb from particles. Here is the question: What is the best way to control the scale of each particle, and what is determining the scale it is outputting to the vdb node? See how big the particles appear to be in the vdb picture? Thanks Edited April 28, 2017 by ejr32123 Quote Link to comment Share on other sites More sharing options...
Hector_md Posted April 28, 2017 Share Posted April 28, 2017 (edited) what0s your intention? You could use a point sop and modify the scale of the points with simple expressions usings the life of the particles, age or other parameters. Edited April 28, 2017 by Hector_md 1 Quote Link to comment Share on other sites More sharing options...
sandford Posted April 28, 2017 Share Posted April 28, 2017 Create pScale attribute with an AttributeVOP and control it with a ramp? (random ID, fit range, into ramp, bind export out.) Usually a good way to do it. Could do it in a wrangle also, use certain attributes from your popnet or a Point SOP like @Hector_md suggested. (Age can be a good one.) As for the scale from the VBD node, the Point Radius Scale is multiplying the particle scale. 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 28, 2017 Author Share Posted April 28, 2017 Thanks for the responses, I will test them out. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 28, 2017 Author Share Posted April 28, 2017 Thanks, I got it working : ) Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 28, 2017 Author Share Posted April 28, 2017 I am trying to get random particle scale. In my source_particles, I created a attribute vop and added the attribute pscale. I have a constant and a random being multiplied together. The random node is giving every particle the same scale instead of different values, I think.y rando.hipnc Quote Link to comment Share on other sites More sharing options...
Sepu Posted April 28, 2017 Share Posted April 28, 2017 you need to connect you random node to P if not it doesnt know what is going. Also you can use the attribute Randomize directly. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 29, 2017 Author Share Posted April 29, 2017 (edited) hmm... that doesnt seem to fix it: connecting p to random causes the scale to change as the particle is moving through space Edited April 29, 2017 by ejr32123 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 29, 2017 Author Share Posted April 29, 2017 I found another way of doing it, just using and attribute random. I had never seen that node before, but it seems to work. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 29, 2017 Author Share Posted April 29, 2017 For some reason once the particles start dying the random size starts freaking out and changes scale every frame, sigh. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 29, 2017 Author Share Posted April 29, 2017 Found the problem, i needed to have seed attribute turned on. Thanks for the help : ) Quote Link to comment Share on other sites More sharing options...
sandford Posted April 29, 2017 Share Posted April 29, 2017 (edited) @ejr32123 - I added an example inside your scene file. (I made it in 10 minutes but I think I made the vop properly.) rando_pscale.hipnc Edited April 29, 2017 by sandford 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 30, 2017 Author Share Posted April 30, 2017 4 hours ago, sandford said: @ejr32123 - I added an example inside your scene file. (I made it in 10 minutes but I think I made the vop properly.) rando_pscale.hipnc Hah, thanks!!! Quote Link to comment Share on other sites More sharing options...
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