Atom Posted November 17, 2019 Share Posted November 17, 2019 (edited) A simple exercise to deposit fuel at impact points that are generated from a particle system. No clustering used. ap_raining_fuel_111719.hiplc Edited November 18, 2019 by Atom 4 Quote Link to comment Share on other sites More sharing options...
Atom Posted November 18, 2019 Author Share Posted November 18, 2019 (edited) Here is an update with obstacles, sliding fuel sources, randomized fuel shape and strong prevailing winds. ap_raining_fuel_111819.hiplc Edited November 18, 2019 by Atom 4 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted November 19, 2019 Author Share Posted November 19, 2019 (edited) Here is a modification where the impact particle is set to slide. A trail sop is used to generate a line length, for the sliding particle, which is turned into a tapered polywire. The sliding polywire becomes the fuel source. ap_raining_fuel_trails_111819.hiplc Edited November 19, 2019 by Atom Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted November 19, 2019 Share Posted November 19, 2019 Interesting, when the particle impacts; how did you do the impact ? Quote Link to comment Share on other sites More sharing options...
Atom Posted November 19, 2019 Author Share Posted November 19, 2019 Now with synchronized large chunk fracture. I've activated Impact records on the PopSolver and use that to generate all the impact points. There is no constraint network, only managing the i@active attribute for the pre-fractured pieces. Trying to keep the scene as light weight as possible. Timed metaballs appear, hold in place, and disappear at the impact points to introduce force on the newly activated pieces. ap_raining_fuel_trails_fracture_111919.hiplc Quote Link to comment Share on other sites More sharing options...
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