EuniceC Posted August 22, 2017 Share Posted August 22, 2017 Hi, I made a deformed wave and I turned a patch of it into flip object. I wanted the patch of flip to move with the deformed wave mesh, so I bypassed the gravity node. I then have a geometry colliding the patch of flip particles but the problem I have now is that, because I already made it zero gravity on the patch, the sprays formed from the collision is now floating in air. I wanted the spray and foam to be influenced by gravity so they fall back to the ground but at the same time I want my patch of flip to move along the deformed wave mesh. Does anyone have any suggestions on how to achieve this? Thanks Quote Link to comment Share on other sites More sharing options...
jamesr Posted August 22, 2017 Share Posted August 22, 2017 I'm not sure I fully understand your intent, but you could try grouping whatever spray particles you have, and adding a POP Force on just that group, or set a rule in the VEXPression section of a POP Force to single out the particles acting as spray by some attribute or another. Quote Link to comment Share on other sites More sharing options...
EuniceC Posted August 23, 2017 Author Share Posted August 23, 2017 The only way I can see this working is that I use pop wrangle and group them by velocity. so something along the lines like if (@v > 0), activate gravity. There's no gravity expression in VEX, I'm not entirely sure how to go about giving it a force. This is my file here. flipCollide.hip Quote Link to comment Share on other sites More sharing options...
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