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
>>> >
>>> >
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>>
>>
>>
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