CinnamonMetal Posted January 8, 2020 Share Posted January 8, 2020 How do I get a velocity field to get effected by gravity, currently my particle remain bound to the velocity field. I tried a POPWrangler (@v.y) with a condition, but the particles remain bound ? Quote Link to comment Share on other sites More sharing options...
Noobini Posted January 9, 2020 Share Posted January 9, 2020 vu_floaters.hiplc Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted January 9, 2020 Author Share Posted January 9, 2020 I meant a volume velocity field. The particles flow along the torus but I want to have control when those particles fall off the volume field. velField_gravity.hipnc Quote Link to comment Share on other sites More sharing options...
markinglevfx Posted January 9, 2020 Share Posted January 9, 2020 The air resistance on the advect by volume pop was turned up to 150. This acts as a drag to keep the particles within the velocity field and prevent them from flying off. You'd have to turn this down for the particles to break free from the vel field - it's a balancing act to keep them revolving around the torus. Also this air resistance acts on the particles regardless of if they're inheriting any velocity from the volume. So you'll need to remove this air resistance force on any particles which are not within reach of the velocity field. I've done this by using a pop group and a bounding box area. velField_gravity_fix.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Noobini Posted January 9, 2020 Share Posted January 9, 2020 what are you testing here:if(float(@v) >= 1.0)? should that be length(@v)>=1.0? because v is a vector, not a scalar. 1 Quote Link to comment Share on other sites More sharing options...
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