hindukush Posted July 7, 2021 Share Posted July 7, 2021 Hi everybody! i'm stuck in an apparently easy task, i need some rain particles to be floating around a force field. As if they where trapped to stay at a certain distance from a moving surface. With pop attract or vex i can do it point to point but in this case the point number is changing. A little hint on how approach this situation would be great! Thank you so much! C. Quote Link to comment Share on other sites More sharing options...
Atom Posted July 7, 2021 Share Posted July 7, 2021 The number ids are changing because of reaping (recently dead ids are reused). Try turning that off and then follow up the popnet with a wrangle that deletes points based upon the @dead attribute. if(@dead!=0){removepoint(0,@ptnum);} Quote Link to comment Share on other sites More sharing options...
hindukush Posted July 7, 2021 Author Share Posted July 7, 2021 Thanks Atom! Yes it could be really usefull!! But i can't menage to use it in this situation. Thinking to the single rain drop, it should fall as usual than slow down in proximity of a mesh, and than starting to floating around the impact point like it was pinned but with low stiffness. Theorically i would detect proximity, than remove from gravity group and add drag. Than i could maybe using something like minpos. But not really sure, going to try and share a .hip. C. Quote Link to comment Share on other sites More sharing options...
Atom Posted July 7, 2021 Share Posted July 7, 2021 (edited) I think it's possible. If you want to avoid contact, perhaps add an expanded version of the proximity mesh as a collider and review the hit count. Once a particle has @hitcount > 0, add it to a group, and then you could minpos that group with the collider surface, perhaps..? Remove the collider from rendering. Edited July 7, 2021 by Atom Quote Link to comment Share on other sites More sharing options...
hindukush Posted July 8, 2021 Author Share Posted July 8, 2021 Hello, here a scene using the proximity to drive attraction/repulsion, btw is not a good result, i got some jittering in the movement of the particles, and also some points quit the animation group and stand still, can't figure out why. Not implemented the minpos to follow animated mesh cos i'm searching the basic look, wich is more fluid and natural of course:-) Thanks alot to anybody could give a look to the scene. C. RAIN_SHIELD_odforce.hip Quote Link to comment Share on other sites More sharing options...
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