Started playing with Particle Point Force. Negative values attract particles; this gives some control to the hose.
On 29 September 2012 13:30, Frank Rueter <[email protected]> wrote: > yeah, that's what I thought. It's easy enough to set a particle's > position with an expression but I need to figure out how to write an > expression to make particles be drawn to a position gradually (basically a > custom attractor). If this is possible you should be able to write an > expression to have a bit of geometry attract particles. > > I guess another way is to use a bunch of PointForces to roughly mimic the > target geometry. > > Or, in Nuke 7 beta (since it's public now), FrameHold nodes can now be > used on 3D, so you could use that to reverse time, though you'd probably > lose motion blur that way (since you're holding frames). > > Anyway, none of the above solutions are true "solutions" and I agree with > Ari that we need the concept of attractors etc to control particles nicely > after they have been born. > > I do have a feeling there is a world of potential in that > ParticleExpression node but not enough docs to go with it. > > Oh well, more experimenting coming up I guess... > > > Cheers, > frank > > > > > On 29/09/12 11:33 AM, Marten Blumen wrote: > > I haven't looked into it but can we use the ParticleExpression position > parameter, posexpr, to direct a particle to a location? i.e. vertex > > On 29 September 2012 00:36, Ari Rubenstein <[email protected]> wrote: > >> I don't believe so. We need the addition of "targets", or "attractors", >> in order to 1) steer particles along a desired path (or some kind of 'path >> controller' which acts as a force for particles to move along).... and 2) >> to act as 'destinations' so an 'event' can be triggered once they arrive >> >> Without this functionality, we've essentially got a "wild water hose" to >> work with. Add to that the issue of the turbulence force's tendency to >> change its seed with every subtle edit to scale & strength, and we have >> ultimately very little control of 'direct able particles'. >> >> Please assist if I'm off-base here ? >> Struggling w/ a couple shots currently... >> >> Ari >> Blue Sky >> >> Sent from my iPhone >> >> On Sep 28, 2012, at 3:27 AM, Frank Rueter <[email protected]> wrote: >> >> > Hi everybody, >> > >> > just playing around with the particle system and am trying to figure >> out how best to control a particle texture over time. >> > >> > As an example I'm trying to figure out how to use particles to >> transition from a checkerboard sphere to red fluffy stuff, then make them >> come together in a cube texture mapped with a colour wheel. >> > >> > Is this even possible at the moment? >> > >> > Cheers, >> > frank >> > >> > >> > _______________________________________________ >> > Nuke-users mailing list >> > [email protected], http://forums.thefoundry.co.uk/ >> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > > > _______________________________________________ > Nuke-users mailing [email protected], > http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
ParticlesForce.nk
Description: Binary data
_______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
