I think this is what you want. particles sticking to an object.

On 29 September 2012 15:44, Marten Blumen <[email protected]> wrote:

> here's a dodgy v2. sphere to box.
>
> On 29 September 2012 15:26, Marten Blumen <[email protected]> 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 <[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
>>>> >
>>>> >
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>>>
>>>
>>>
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>>
>>
>

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