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 >>>> > >>>> > >>>> > _______________________________________________ >>>> > 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_v003.nk
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