Re: How to initialize particle emmision?

2016-11-15 Thread Morten Bartholdy
Thanks for the good tips guys - I actually just found a way while digging a 
bit. Filter by Null and Filter By Geometry do what I need, so I have one thing 
solved.

I would also like to use a null to set velocity and start simulation on 
existing particles which are sitting idle on a surface with poly islands 
attached. This is what Momentum does very fine, but I would like to use surface 
force to push them away and can't get that working with Momentum, plus I have 
yet to figure out how to avoid RBD collisions between particle instance geo 
while keeping collisions with other geometry, so I am looking in to doing it 
with regular particle sim now.

I guess that should be done with a Test inside Null/Volume node, but how do I 
use it to trigger the simulation?

Morten




> Den 15. november 2016 klokken 14:04 skrev Andi Farhall :
> 
> 
> the weightmap or test inside null rout would work but you'll end up emitting 
> a shed load of particles thaty ou don't need. You could use raycast or 
> closest location to get a point that you could use with emit from position, 
> but you would need to randomize the emission position in track with the scale 
> of the null, that would be a faster sim.
> 
> 
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
> 
> 
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
> 
> 
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> From: softimage-boun...@listproc.autodesk.com 
>  on behalf of Morten Bartholdy 
> 
> Sent: 15 November 2016 12:44
> To: Userlist, Softimage
> Subject: How to initialize particle emmision?
> 
> I am looking at different methods for initializing particle emmmisions from 
> various geometry. Ideally I would like to move a Null along a surface and the 
> part of the surface which is inside the Null (with a volumic icon) starts 
> emitting particles, and stops when the null moves on away.
> 
> Momentum has a good way to do this but gets slow due to the collisions and 
> with an ordinary particle sim I have gotten reasonable results with the Emit 
> Splash from Surface Collision compound, but it is a bit quirky with its 
> calculation of velocity.
> 
> So if I have a surface and just want it to emit particles from the part of 
> the surface which is inside a null, how would I do that?
> 
> Thanks
> Morten
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Re: How to initialize particle emmision?

2016-11-15 Thread Andi Farhall
the weightmap or test inside null rout would work but you'll end up emitting a 
shed load of particles thaty ou don't need. You could use raycast or closest 
location to get a point that you could use with emit from position, but you 
would need to randomize the emission position in track with the scale of the 
null, that would be a faster sim.


...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/


This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.





From: softimage-boun...@listproc.autodesk.com 
 on behalf of Morten Bartholdy 

Sent: 15 November 2016 12:44
To: Userlist, Softimage
Subject: How to initialize particle emmision?

I am looking at different methods for initializing particle emmmisions from 
various geometry. Ideally I would like to move a Null along a surface and the 
part of the surface which is inside the Null (with a volumic icon) starts 
emitting particles, and stops when the null moves on away.

Momentum has a good way to do this but gets slow due to the collisions and with 
an ordinary particle sim I have gotten reasonable results with the Emit Splash 
from Surface Collision compound, but it is a bit quirky with its calculation of 
velocity.

So if I have a surface and just want it to emit particles from the part of the 
surface which is inside a null, how would I do that?

Thanks
Morten
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Re: How to initialize particle emmision?

2016-11-15 Thread Thomas Volkmann
>From the top of my head:
 
Emit from surface... and then connected to the onEmission port:  "test inside
null" (or similar) -> "not" -> "delete point"
That way you are emitting from the whole surface, but if the particle is not
inside the null at emissiontime it gets deleted.
Or something along those lines...
 
cheers,
Thomas
 

> Morten Bartholdy  hat am 15. November 2016 um 13:44
> geschrieben:
>
>
> I am looking at different methods for initializing particle emmmisions from
> various geometry. Ideally I would like to move a Null along a surface and the
> part of the surface which is inside the Null (with a volumic icon) starts
> emitting particles, and stops when the null moves on away.
>
> Momentum has a good way to do this but gets slow due to the collisions and
> with an ordinary particle sim I have gotten reasonable results with the Emit
> Splash from Surface Collision compound, but it is a bit quirky with its
> calculation of velocity.
>
> So if I have a surface and just want it to emit particles from the part of the
> surface which is inside a null, how would I do that?
>
> Thanks
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> "unsubscribe" in the subject, and reply to confirm.
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How to initialize particle emmision?

2016-11-15 Thread Morten Bartholdy
I am looking at different methods for initializing particle emmmisions from 
various geometry. Ideally I would like to move a Null along a surface and the 
part of the surface which is inside the Null (with a volumic icon) starts 
emitting particles, and stops when the null moves on away.

Momentum has a good way to do this but gets slow due to the collisions and with 
an ordinary particle sim I have gotten reasonable results with the Emit Splash 
from Surface Collision compound, but it is a bit quirky with its calculation of 
velocity.

So if I have a surface and just want it to emit particles from the part of the 
surface which is inside a null, how would I do that?

Thanks
Morten
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RE: SI|3D Flashback

2016-11-15 Thread Thomas Volkmann
Maybe it's he himself doing these gifs.? :)
 

> Brent McPherson  hat am 15. November 2016 um
> 09:49 geschrieben:
>
>
> That's right. I knew it was Francois or Francis but couldn't remember his last
> name.
>
> P.S. Don't Google his name at work because you will get a bunch of erotic
> animated GIFs made by someone with the same name. :-O
> --
> Brent
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
> Sent: 15 November 2016 08:31
> To: softimage@listproc.autodesk.com
> Subject: RE: SI|3D Flashback
>
> I believe the developer's name is Francois Painchaud.
>
> Matt
>
>
> Date: Mon, 14 Nov 2016 08:47:09 +
> From: Brent McPherson 
> Subject: RE: SI|3D Flashback
> To: "softimage@listproc.autodesk.com"
>
> The volume deform was inspired by Grabber and the guy behind Grabber (who
> was working at Softimage at the time and whose name I can't remember) was
> supportive of our effort to replicate his plugin in XSI.
> --
> Brent
>
>
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RE: SI|3D Flashback

2016-11-15 Thread Brent McPherson
That's right. I knew it was Francois or Francis but couldn't remember his last 
name.

P.S. Don't Google his name at work because you will get a bunch of erotic 
animated GIFs made by someone with the same name. :-O
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: 15 November 2016 08:31
To: softimage@listproc.autodesk.com
Subject: RE: SI|3D Flashback

I believe the developer's name is Francois Painchaud.

Matt


Date: Mon, 14 Nov 2016 08:47:09 +
From: Brent McPherson 
Subject: RE: SI|3D Flashback
To: "softimage@listproc.autodesk.com"

The volume deform was inspired by Grabber and the guy behind Grabber (who 
was working at Softimage at the time and whose name I can't remember) was 
supportive of our effort to replicate his plugin in XSI.
--
Brent


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RE: SI|3D Flashback

2016-11-15 Thread Matt Lind
I believe the developer's name is Francois Painchaud.

Matt


Date: Mon, 14 Nov 2016 08:47:09 +
From: Brent McPherson 
Subject: RE: SI|3D Flashback
To: "softimage@listproc.autodesk.com"

The volume deform was inspired by Grabber and the guy behind Grabber (who 
was working at Softimage at the time and whose name I can't remember) was 
supportive of our effort to replicate his plugin in XSI.
--
Brent


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