priel Posted January 4, 2007 Share Posted January 4, 2007 Hi, We're trying to set up a system that emitts a known amount of particles over a certain period of time (to be preciese,-the amount of frames that an object goes thru a plane or floor in our case). Right now we are using $HITTIME to birth the particles when the emitter hits the "floor". However, this is not working as slick as we would have liked, since one has to manually calculate the amount of frames the object hits the floor, and then divide the total amount of particles we want with that number of frames,... so that not all the particles are generated at the first hittime event. Is there any way to calculate the amount of frames that hits are generated before hand, so we could automate this in the source pop? Cheers, Peter. Quote Link to comment Share on other sites More sharing options...
grasshopper Posted January 4, 2007 Share Posted January 4, 2007 First thing that comes to mind is to save out your geometry with an attribute added that marks the collision frames. Then read the geometry back in for your sim but use the collision attribute as your activation control in the source POP. You can calculate the duration of the collision to get the correct number of particles emitted per frame using CHOPs (e.g. using the Count CHOP and the icmax expression). john Quote Link to comment Share on other sites More sharing options...
priel Posted January 12, 2007 Author Share Posted January 12, 2007 Thanks John, appologies for the late reply. We ended up promoting a start hit frame and a end hit frame, so the user can enter it manually. Works ok. Cheers! Peter. Quote Link to comment Share on other sites More sharing options...
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