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I saw this video and wanted to replicate the effect for myself for and up coming project, and I wonder if I could get the effect to wrap around a poly surface or mesh. 



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Sure... assuming you're emitting particles from a source in some given direction, you could project the particles onto the surface using minpos() in a POP Wrangle to find the closest position on a mesh to a given point in space.

Another way to do this is to start with an object that has well-defined UV texture coordinates. You can simply set @P = v@uv in a Point Wrangle (might need to promote the UVs to Point first), solve the simulation, then use Point Deform to warp your finished simulation from the UV-coordinate space back to the original world space.

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