pybada79 Posted May 21, 2009 Share Posted May 21, 2009 hi everyone i have some questionsso i try to get the hint at this forum i want to make that some particle travel on the geomety surface like this http://vimeo.com/4291779 i had tried use creep sop and creep pop but there have some problem the problem is i cant control the birh location and particles are gathered at end of UV so i want to ur answers anybody got some idea?........and im so sorry my bad english.........^^;; Quote Link to comment Share on other sites More sharing options...
michael Posted May 21, 2009 Share Posted May 21, 2009 maybe try the ray sop? Quote Link to comment Share on other sites More sharing options...
Jason Posted May 21, 2009 Share Posted May 21, 2009 maybe try the ray sop? Particle slide maybe too? Quote Link to comment Share on other sites More sharing options...
pybada79 Posted May 21, 2009 Author Share Posted May 21, 2009 Particle slide maybe too? yup i had test creep pop slide type but i feel less diffrence. and its also difficult to moving around the surface because it just use UV so i feel hard to make various moving im ray sop testing now m....... its not easy particle move around looks like sphere . Quote Link to comment Share on other sites More sharing options...
edward Posted May 21, 2009 Share Posted May 21, 2009 I thought Jason was talking about Collision POP sliding? Quote Link to comment Share on other sites More sharing options...
Jason Posted May 21, 2009 Share Posted May 21, 2009 I thought Jason was talking about Collision POP sliding? Thanks Edward, yes I was. Unfortunately there is no way to birth a birth in a collided state (either STUCK or SLIDE states, or whatever;RFE'd for years coz it's a real pain in production) which makes the first timestep really tricky to get exactly right, but it's worth checking out, maybe. Quote Link to comment Share on other sites More sharing options...
brianburke Posted May 24, 2009 Share Posted May 24, 2009 (edited) Another approach is perhaps getting an SDF volume from your geometry and moving your velocity about the cross product of the gradient of the volume. This gives very uniform looking results, so to add some variation, you could use the gradient of the volume as the axis for a noizee driven quaternion rotation. This has some issues with sinks and patterns appearing, but it might be tweaked to work better than the slide/creep behavior. Just a thought. flowparticles.hip Edit: oh, i forgot to add in the file - we can easily prevent the particles from slipping away from the surface by using the gradient and sample to measure the distance from and direction to the surface and adding that to velocity. flowparticlesresolovedistance.hip Edited May 24, 2009 by brianburke 1 Quote Link to comment Share on other sites More sharing options...
pybada79 Posted May 25, 2009 Author Share Posted May 25, 2009 Another approach is perhaps getting an SDF volume from your geometry and moving your velocity about the cross product of the gradient of the volume. This gives very uniform looking results, so to add some variation, you could use the gradient of the volume as the axis for a noizee driven quaternion rotation. This has some issues with sinks and patterns appearing, but it might be tweaked to work better than the slide/creep behavior. Just a thought. flowparticles.hip Edit: oh, i forgot to add in the file - we can easily prevent the particles from slipping away from the surface by using the gradient and sample to measure the distance from and direction to the surface and adding that to velocity. flowparticlesresolovedistance.hip wow!! oh~ thanks to brianburke ur file is so great helpful for me i have not fully understanding at vops but it seems look so good idea. thanks ^^ Quote Link to comment Share on other sites More sharing options...
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