dtarr77 Posted August 13, 2019 Share Posted August 13, 2019 Hi, I have an issue that I have not been able to figure out. I need particles/fluid to follow a curve, which I know how to do easily, but this particular curve crosses over itself a couple times so using Volume Velocity and Curve Force causes to particles to divert off by grabbing on to a later section of the curve. (ref images attached) Is there a way to restrict them to the current section they are on so that they ignore the areas where the curve crosses over itself? I have not been able to figure out a way to do it so I thought maybe the amazing Houdini brains on here might have an idea? Thank you in advance for any help/suggestions you can offer! Quote Link to comment Share on other sites More sharing options...
Midasssilver Posted August 14, 2019 Share Posted August 14, 2019 It might help if you try deleting the future part of the curve before you get there, so you don't need to worry about paths crossing. You could also try isolating your curve into different sections and animating when they are attracted to each curve. Both are pretty sloppy workarounds, but you might be able to get it working Bump, cuz I'm interested in other peoples opinions on how to approach this as well. Quote Link to comment Share on other sites More sharing options...
dtarr77 Posted August 14, 2019 Author Share Posted August 14, 2019 Yea, I'm using volume velocity node to push them along because curve force wasn't giving me the look I needed. I tried animating the carve node but if any particles get too far ahead or behind they just stop because they aren't being affected by the velocity/force anymore but if I use a point lookup the look breaks down. A friend suggested looking up the u attribute to follow with an offset so I'm looking into that too. Quote Link to comment Share on other sites More sharing options...
Yader Posted August 14, 2019 Share Posted August 14, 2019 I would recommend simulating along one axis / straight path and then use a path deformer with your original curve, then you won't have any issues with crossing parts of the curve. 2 Quote Link to comment Share on other sites More sharing options...
dtarr77 Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) That's a good idea, i got it working pushing points along the u attribute with an offset and emitting from them but this may be more practical for fluid and art directed, thanks! Edited August 15, 2019 by dtarr77 Quote Link to comment Share on other sites More sharing options...
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