3__ Posted November 8, 2007 Share Posted November 8, 2007 having trouble making particles stick to a deforming emitter, Is there a simple trick to do this? attached file is for H9. -cpb beamSwarm.zip Quote Link to comment Share on other sites More sharing options...
shikung444 Posted November 21, 2007 Share Posted November 21, 2007 Did you ever figure out how to resolve this? I'm trying to tackle a similar issue. Quote Link to comment Share on other sites More sharing options...
3__ Posted November 21, 2007 Author Share Posted November 21, 2007 yeah PSlow in max, there's a checkbox for it. Quote Link to comment Share on other sites More sharing options...
shikung444 Posted November 22, 2007 Share Posted November 22, 2007 I searched through your whole hip file looking for a max checkbox somewhere. then I realized you must have been talking about Particle flow in 3ds max. I solved my problem with an answer from another thread using the position and/or collision pop. However, I can't yet figure out how to animate the influence of the position pop on the particles. I'd like to have it grab them, hold for one or two seconds, then let go. Quote Link to comment Share on other sites More sharing options...
3__ Posted November 22, 2007 Author Share Posted November 22, 2007 sorry, bad joke. its a pain in the arse to do it in Houdini, something about grabbing worldspace uv positions and setting particle positions to them... for such an often used, elementary option, i'd rather the check-box. -cpb Quote Link to comment Share on other sites More sharing options...
shikung444 Posted November 23, 2007 Share Posted November 23, 2007 (edited) Actually I thought about it a bit more, and just used a switch pop and property pop to turn the stuck property off and use a different branch of the network at the correct time. It worked like a charm. Edited November 23, 2007 by shikung444 Quote Link to comment Share on other sites More sharing options...
frogspasm Posted May 7, 2008 Share Posted May 7, 2008 Actually I thought about it a bit more, and just used a switch pop and property pop to turn the stuck property off and use a different branch of the network at the correct time. It worked like a charm. I'm trying to solve this myself. Could you post a sample file? I got particles to stick, somewhat, by using a Ray SOP, but they do tend to jitter around when the surface deforms. Quote Link to comment Share on other sites More sharing options...
nnnnn Posted May 7, 2008 Share Posted May 7, 2008 (edited) Have you ever tried using the Collide POP? It makes particles stick and slide on deforming surfaces. I attached the modified hip file, tall me what you think beamSwarm1.zip Edited May 7, 2008 by nnnnn Quote Link to comment Share on other sites More sharing options...
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