here's a dodgy v2. sphere to box. On 29 September 2012 15:26, Marten Blumen <mar...@gmail.com> wrote:
> 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 <fr...@beingfrank.info> 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 <a...@curvstudios.com> 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 <fr...@beingfrank.info> 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 >>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> _______________________________________________ >>> Nuke-users mailing list >>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> >> >> >> >> _______________________________________________ >> Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, >> http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > >
ParticlesForce_v002.nk
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