Re: Surface Flowing Particles

2013-01-30 Thread Andy Moorer
I would suggest for learning purposes, if you have the time, not to do the 
'cheat' I did where I deformed the curve - really the more appropriate workflow 
is to establish a 'base' mesh as Rob describes, which can become very useful to 
be comfortable with particularly if you plan on using ICE for rigging/character 
deformations etc. :D

Sent from my iPad

On Jan 30, 2013, at 5:46 AM, Rob Chapman  wrote:

> On 30 January 2013 10:37, Nuno Conceicao  wrote:
>> So basically what u did was to create a vector flow (Tangent map) for the
>> body surface, then use it to move the particles as a force, right?
> 
> pretty much yes, no need for a vertex map , just set the data as an
> attribute on  the geometry with a closest location to curve tangent
> and in the particles use get closest location to read the vector
> attribute back off and apply it as a force.  a few multiplies needed
> to balance out the opposing forces etc.
> I would include the scene normally but it literally took 5 minutes to
> setup so its best left to learn this technique its very effective.  if
> you also multiply the effect by distance to the surface it won't snap
> in place like my example did :)
> 
> Thanks to Paul Smith for bringing it up in the first place!
> 
> cheers
> 
> Rob



Re: Surface Flowing Particles

2013-01-30 Thread Rob Chapman
On 30 January 2013 10:37, Nuno Conceicao  wrote:
> So basically what u did was to create a vector flow (Tangent map) for the
> body surface, then use it to move the particles as a force, right?

pretty much yes, no need for a vertex map , just set the data as an
attribute on  the geometry with a closest location to curve tangent
and in the particles use get closest location to read the vector
attribute back off and apply it as a force.  a few multiplies needed
to balance out the opposing forces etc.
I would include the scene normally but it literally took 5 minutes to
setup so its best left to learn this technique its very effective.  if
you also multiply the effect by distance to the surface it won't snap
in place like my example did :)

Thanks to Paul Smith for bringing it up in the first place!

cheers

Rob


Re: Surface Flowing Particles

2013-01-30 Thread Nuno Conceicao
Thanks Andy, indeed, using a vector flow force seems to be the best way to
deal with my problem.

Cheers



On Tue, Jan 29, 2013 at 7:51 PM, Andy Moorer  wrote:

> Oops had an attachment on prior post, here it is sans oversized file...
>
> I think I see what you're asking. This scene:
> https://dl.dropbox.com/u/3602519/example_conformToSimulatedSurface.zip doesn't
> do what you want, then, because you want the simulation to "flow" down the
> cylinder's topology as it deforms, not just flow downwards in global space,
> right?
>
> Take a look at paul smith aka pooby's vimeo posts on vector flow.
>
>
> On Tue, Jan 29, 2013 at 2:42 PM, Andy Moorer  wrote:
>
>> I made a cheesy compound implementing paul's vector field concept a while
>> back and just jammed it into the example scene I made... this is what you
>> want it to do, right?
>>
>> It get's a bit more complex, basically I've made sure a curve and the
>> surface are deforming together, and then use that curve to specify a
>> direction vector on each point of the deforming mesh, which is updated per
>> frame. That vector is then used as a force in the same simulation.
>>
>>
>> https://dl.dropbox.com/u/3602519/example_conformToSimulatedSurface_vectorField.zip
>>
>> Byron, check out http://andy.moonbase.net/archives/905 on my site, it
>> doesn't fully answer your question but has some application in that
>> direction. Also I think Brad Gabe touched on this topic in a vemeo post...
>>
>> Cheers all.
>>
>>
>> On Tue, Jan 29, 2013 at 2:33 PM, Toonafish  wrote:
>>
>>>  maybe this tutorial by Helge Mathee will help :
>>> http://vimeo.com/1503174
>>>
>>> - Ronald
>>>
>>>
>>>
>>> On 1/29/2013 20:17, Byron Nash wrote:
>>>
>>> On this topic, what's a good way to grow the particles "organically".
>>> For example, have particles grow or change outwardly from a point of
>>> origin? Similar to how a moss or other growth would encompass an object.
>>>
>>>
>>> On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman wrote:
>>>
>>>> not really :)
>>>>
>>>>  so this move to closest location now worked as expected then or not?
>>>>   if the 'hand' or surface is moving or deforming you could also account
>>>> for a velocity force from the closest location as well.  point position is
>>>> not the only thing you can get from a location.
>>>>
>>>>
>>>> On 29 January 2013 18:13, Nuno Conceicao 
>>>> wrote:
>>>>
>>>>> This actually gives an undesired result, basically the particles kind
>>>>> of stay inert not really following the surface (that is deforming/moving
>>>>> underneath) imagine u have a ball on your hand and move it quickly, the
>>>>> ball inertia makes it stay where it is then it drops/sticks to the closest
>>>>> surface (could be your other hand or the floor)
>>>>> :)
>>>>>
>>>>>  What i really want is for them to move on the skin surface, lets say
>>>>> from the tip of your index finger to the base of the finger, while your
>>>>> hand is moving...
>>>>> Hope this makes my point a bit clearer :)
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
>>>>> sandy.sutherl...@triggerfish.co.za> wrote:
>>>>>
>>>>>>  If you use the get closest location - then the position it returns
>>>>>> you can feed right into a self.PointPosition set data node - if you type
>>>>>> into the search box 'set point position' then you should find a node.  If
>>>>>> you put that setup after any other forces or move nodes, then it will 
>>>>>> make
>>>>>> the movements then stick the points to the surface.
>>>>>>
>>>>>> S.
>>>>>>
>>>>>>   *   *
>>>>>> Sandy Sutherland  | Technical
>>>>>> Supervisor
>>>>>><http://triggerfish.co.za/en>
>>>>>>  <http://www.facebook.com/triggerfishanimation>
>>>>>><http://www.twitter.com/triggerfishza>
>>>>>>--
>>>>>>  *From:* softimage-boun...

Re: Surface Flowing Particles

2013-01-30 Thread Nuno Conceicao
Yes, it does help, thank you


On Tue, Jan 29, 2013 at 7:33 PM, Toonafish  wrote:

>  maybe this tutorial by Helge Mathee will help : http://vimeo.com/1503174
>
> - Ronald
>
>
>
> On 1/29/2013 20:17, Byron Nash wrote:
>
> On this topic, what's a good way to grow the particles "organically". For
> example, have particles grow or change outwardly from a point of origin?
> Similar to how a moss or other growth would encompass an object.
>
>
> On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman  wrote:
>
>> not really :)
>>
>>  so this move to closest location now worked as expected then or not?
>> if the 'hand' or surface is moving or deforming you could also account for
>> a velocity force from the closest location as well.  point position is not
>> the only thing you can get from a location.
>>
>>
>> On 29 January 2013 18:13, Nuno Conceicao wrote:
>>
>>> This actually gives an undesired result, basically the particles kind of
>>> stay inert not really following the surface (that is deforming/moving
>>> underneath) imagine u have a ball on your hand and move it quickly, the
>>> ball inertia makes it stay where it is then it drops/sticks to the closest
>>> surface (could be your other hand or the floor)
>>> :)
>>>
>>>  What i really want is for them to move on the skin surface, lets say
>>> from the tip of your index finger to the base of the finger, while your
>>> hand is moving...
>>> Hope this makes my point a bit clearer :)
>>>
>>>
>>>
>>>
>>> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
>>> sandy.sutherl...@triggerfish.co.za> wrote:
>>>
>>>>  If you use the get closest location - then the position it returns
>>>> you can feed right into a self.PointPosition set data node - if you type
>>>> into the search box 'set point position' then you should find a node.  If
>>>> you put that setup after any other forces or move nodes, then it will make
>>>> the movements then stick the points to the surface.
>>>>
>>>> S.
>>>>
>>>>   *   *
>>>> Sandy Sutherland  | Technical
>>>> Supervisor
>>>><http://triggerfish.co.za/en>
>>>>  <http://www.facebook.com/triggerfishanimation>
>>>><http://www.twitter.com/triggerfishza>
>>>>--
>>>>  *From:* softimage-boun...@listproc.autodesk.com [
>>>> softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [
>>>> nunoalexconcei...@gmail.com]
>>>> *Sent:* 29 January 2013 19:31
>>>>
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Re: Surface Flowing Particles
>>>>
>>>>   Sorry, Rob, not really sure what you mean with "set closest location"
>>>>
>>>>
>>>> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman wrote:
>>>>
>>>>> also a get closest location (your surface) > set closest location
>>>>> will stick your particles to the surface but still allow them to move
>>>>> around with forces and simulation.
>>>>>
>>>>>
>>>>>
>>>>> On 29 January 2013 16:57, Renaud Bousquet 
>>>>> wrote:
>>>>> > Hello,
>>>>> >
>>>>> > Something like this could help you for particles movements.
>>>>> > http://vimeo.com/36709750
>>>>> >
>>>>> > Create a vector flow then use it as a force for your particles via
>>>>> closest
>>>>> > location.
>>>>> > Hope it can help you!
>>>>> >
>>>>> > RB
>>>>> >
>>>>> >
>>>>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>>>> >>
>>>>> >> Hi guys, just came across this task where basically I need to
>>>>> create a
>>>>> >> kind of growing particles effect (Ex: foam/bubbles) where the
>>>>> particles
>>>>> >> move, multiply and grow on a deforming surface.
>>>>> >>
>>>>> >> Basically, cant use stick to surface, flow around surface also
>>>>> doesnt work
>>>>> >> since the particles need to kind of stay on the surface at all
>>>>> times. Cant
>>>>> >> get Slide on surface to work properly too.
>>>>> >>
>>>>> >> Using an expanding weight-map kind of gets something close but quite
>>>>> >> different to what i wish to achieve, the problem is that the
>>>>> particles
>>>>> >> should also move and slide, so they cant be stuck on the surface,
>>>>> but follow
>>>>> >> its deformation..
>>>>> >>
>>>>> >> I also tried a process using states to make the particles spawn
>>>>> once they
>>>>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in
>>>>> turn pop
>>>>> >> again into smaller ones, but couldn't get them to follow the surface
>>>>> >> properly.
>>>>> >>
>>>>> >> I guess that might be several approaches for the issue, maybe
>>>>> someone
>>>>> >> knows a compound that does something similar that could maybe be
>>>>> adapted to
>>>>> >> this purpose.
>>>>> >>
>>>>> >> Cheers
>>>>> >>
>>>>> >> Nuno
>>>>> >
>>>>> >
>>>>> >
>>>>>
>>>>
>>>>
>>>
>>
>
>
> --
> Ronald van Vemden
> ---
> 3D Graphics & Animation
> Cyberfish Laboratories | www.cyberfish.nl
> Toonafish | www.toonafish.nl
> tel. +31(0)20 5289291
> fax  +31(0)20 5289292
> email: ron...@toonafish.nl
>
>


Re: Surface Flowing Particles

2013-01-30 Thread Nuno Conceicao
That looks really cool Rob, my intended effect is just a guy washing his
hands and getting the soap to spread while his hands rub each other, i kind
of used a mix of 2 techniques, one creating an approximation weightmap
between each hand to generate foam where they rub/touch, then spawning new
bubbles, by bursting a bubble when it reaches the end of its life,
generating 2 or 3 other new bubbles in its place and so on.
Now what im missing is for them to move in a kind of flow (doesn't need
much) which basically i could try to implement the force trick u used.

So basically what u did was to create a vector flow (Tangent map) for the
body surface, then use it to move the particles as a force, right?
Enveloping the curves seems to be a nice alternative way to make the ice
tree simpler i guess, well done.

Thanks



On Tue, Jan 29, 2013 at 11:04 PM, Rob Chapman  wrote:

> On 29 January 2013 18:13, Nuno Conceicao wrote:
>
>>
>> What i really want is for them to move on the skin surface, lets say from
>> the tip of your index finger to the base of the finger, while your hand is
>> moving...
>> Hope this makes my point a bit clearer :)
>>
>
>
> sort of like this? https://vimeo.com/58498480
>
> you give a direction of where the  particles are to travel with curves -
> even if it is against another force - and do this whilst the surface is
> moving.
>
> for this I did not even use 'reinterpret location on new geometry' node,
> just enveloped the direction 'flow' force curves with the surface.
>
> forgive the dodgy animation :)
>


Re: Surface Flowing Particles

2013-01-29 Thread Rob Chapman
On 29 January 2013 18:13, Nuno Conceicao wrote:

>
> What i really want is for them to move on the skin surface, lets say from
> the tip of your index finger to the base of the finger, while your hand is
> moving...
> Hope this makes my point a bit clearer :)
>


sort of like this? https://vimeo.com/58498480

you give a direction of where the  particles are to travel with curves -
even if it is against another force - and do this whilst the surface is
moving.

for this I did not even use 'reinterpret location on new geometry' node,
just enveloped the direction 'flow' force curves with the surface.

forgive the dodgy animation :)


Re: Surface Flowing Particles

2013-01-29 Thread Rob Chapman
ah so if your arm or character moves from envelope or whatever then all of
the forces and locations do not seem to work as desired?

can you get it work work how you want with the hand not moving?  I think
Ive got around this in the past by setting up all the desired flow or
forces along an arm or body beforehand with the mentioned technique earlier
of Paul smith's 'vector flow' using curves (and get closest
location>tangent) to get the exact flow movement amount directed. this was
applied as vector data on a frozen character with arms outstretched then
using a very cool node called 'reinterpret location on New Geometry'
placed back onto the moving character.  this is only possible because both
were same geometry of course.

maybe you could try similar?





On 29 January 2013 18:13, Nuno Conceicao wrote:

> This actually gives an undesired result, basically the particles kind of
> stay inert not really following the surface (that is deforming/moving
> underneath) imagine u have a ball on your hand and move it quickly, the
> ball inertia makes it stay where it is then it drops/sticks to the closest
> surface (could be your other hand or the floor)
> :)
>
> What i really want is for them to move on the skin surface, lets say from
> the tip of your index finger to the base of the finger, while your hand is
> moving...
> Hope this makes my point a bit clearer :)
>
>
>
>
> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
> sandy.sutherl...@triggerfish.co.za> wrote:
>
>>  If you use the get closest location - then the position it returns you
>> can feed right into a self.PointPosition set data node - if you type into
>> the search box 'set point position' then you should find a node.  If you
>> put that setup after any other forces or move nodes, then it will make the
>> movements then stick the points to the surface.
>>
>> S.
>>
>>   *   *
>> Sandy Sutherland  | Technical
>> Supervisor
>><http://triggerfish.co.za/en>
>>  <http://www.facebook.com/triggerfishanimation>
>><http://www.twitter.com/triggerfishza>
>>   --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [
>> nunoalexconcei...@gmail.com]
>> *Sent:* 29 January 2013 19:31
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Surface Flowing Particles
>>
>>   Sorry, Rob, not really sure what you mean with "set closest location"
>>
>>
>> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman wrote:
>>
>>> also a get closest location (your surface) > set closest location
>>> will stick your particles to the surface but still allow them to move
>>> around with forces and simulation.
>>>
>>>
>>>
>>> On 29 January 2013 16:57, Renaud Bousquet 
>>> wrote:
>>> > Hello,
>>> >
>>> > Something like this could help you for particles movements.
>>> > http://vimeo.com/36709750
>>> >
>>> > Create a vector flow then use it as a force for your particles via
>>> closest
>>> > location.
>>> > Hope it can help you!
>>> >
>>> > RB
>>> >
>>> >
>>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>> >>
>>> >> Hi guys, just came across this task where basically I need to create a
>>> >> kind of growing particles effect (Ex: foam/bubbles) where the
>>> particles
>>> >> move, multiply and grow on a deforming surface.
>>> >>
>>> >> Basically, cant use stick to surface, flow around surface also doesnt
>>> work
>>> >> since the particles need to kind of stay on the surface at all times.
>>> Cant
>>> >> get Slide on surface to work properly too.
>>> >>
>>> >> Using an expanding weight-map kind of gets something close but quite
>>> >> different to what i wish to achieve, the problem is that the particles
>>> >> should also move and slide, so they cant be stuck on the surface, but
>>> follow
>>> >> its deformation..
>>> >>
>>> >> I also tried a process using states to make the particles spawn once
>>> they
>>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn
>>> pop
>>> >> again into smaller ones, but couldn't get them to follow the surface
>>> >> properly.
>>> >>
>>> >> I guess that might be several approaches for the issue, maybe someone
>>> >> knows a compound that does something similar that could maybe be
>>> adapted to
>>> >> this purpose.
>>> >>
>>> >> Cheers
>>> >>
>>> >> Nuno
>>> >
>>> >
>>> >
>>>
>>
>>
>


Re: Surface Flowing Particles

2013-01-29 Thread Andy Moorer
Oops had an attachment on prior post, here it is sans oversized file...

I think I see what you're asking. This scene:
https://dl.dropbox.com/u/3602519/example_conformToSimulatedSurface.zip doesn't
do what you want, then, because you want the simulation to "flow" down the
cylinder's topology as it deforms, not just flow downwards in global space,
right?

Take a look at paul smith aka pooby's vimeo posts on vector flow.


On Tue, Jan 29, 2013 at 2:42 PM, Andy Moorer  wrote:

> I made a cheesy compound implementing paul's vector field concept a while
> back and just jammed it into the example scene I made... this is what you
> want it to do, right?
>
> It get's a bit more complex, basically I've made sure a curve and the
> surface are deforming together, and then use that curve to specify a
> direction vector on each point of the deforming mesh, which is updated per
> frame. That vector is then used as a force in the same simulation.
>
>
> https://dl.dropbox.com/u/3602519/example_conformToSimulatedSurface_vectorField.zip
>
> Byron, check out http://andy.moonbase.net/archives/905 on my site, it
> doesn't fully answer your question but has some application in that
> direction. Also I think Brad Gabe touched on this topic in a vemeo post...
>
> Cheers all.
>
>
> On Tue, Jan 29, 2013 at 2:33 PM, Toonafish  wrote:
>
>>  maybe this tutorial by Helge Mathee will help : http://vimeo.com/1503174
>>
>> - Ronald
>>
>>
>>
>> On 1/29/2013 20:17, Byron Nash wrote:
>>
>> On this topic, what's a good way to grow the particles "organically". For
>> example, have particles grow or change outwardly from a point of origin?
>> Similar to how a moss or other growth would encompass an object.
>>
>>
>> On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman wrote:
>>
>>> not really :)
>>>
>>>  so this move to closest location now worked as expected then or not?
>>> if the 'hand' or surface is moving or deforming you could also account for
>>> a velocity force from the closest location as well.  point position is not
>>> the only thing you can get from a location.
>>>
>>>
>>> On 29 January 2013 18:13, Nuno Conceicao wrote:
>>>
>>>> This actually gives an undesired result, basically the particles kind
>>>> of stay inert not really following the surface (that is deforming/moving
>>>> underneath) imagine u have a ball on your hand and move it quickly, the
>>>> ball inertia makes it stay where it is then it drops/sticks to the closest
>>>> surface (could be your other hand or the floor)
>>>> :)
>>>>
>>>>  What i really want is for them to move on the skin surface, lets say
>>>> from the tip of your index finger to the base of the finger, while your
>>>> hand is moving...
>>>> Hope this makes my point a bit clearer :)
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
>>>> sandy.sutherl...@triggerfish.co.za> wrote:
>>>>
>>>>>  If you use the get closest location - then the position it returns
>>>>> you can feed right into a self.PointPosition set data node - if you type
>>>>> into the search box 'set point position' then you should find a node.  If
>>>>> you put that setup after any other forces or move nodes, then it will make
>>>>> the movements then stick the points to the surface.
>>>>>
>>>>> S.
>>>>>
>>>>>   *   *
>>>>> Sandy Sutherland  | Technical
>>>>> Supervisor
>>>>><http://triggerfish.co.za/en>
>>>>>  <http://www.facebook.com/triggerfishanimation>
>>>>><http://www.twitter.com/triggerfishza>
>>>>>--
>>>>>  *From:* softimage-boun...@listproc.autodesk.com [
>>>>> softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [
>>>>> nunoalexconcei...@gmail.com]
>>>>> *Sent:* 29 January 2013 19:31
>>>>>
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Re: Surface Flowing Particles
>>>>>
>>>>>   Sorry, Rob, not really sure what you mean with "set closest
>>>>> location"
>>>>>
>>>>>
>>>>> On Tue, Jan 29, 2013 at 5:02 PM, 

Re: Surface Flowing Particles

2013-01-29 Thread Andy Moorer
I made a cheesy compound implementing paul's vector field concept a while
back and just jammed it into the example scene I made... this is what you
want it to do, right?

It get's a bit more complex, basically I've made sure a curve and the
surface are deforming together, and then use that curve to specify a
direction vector on each point of the deforming mesh, which is updated per
frame. That vector is then used as a force in the same simulation.

https://dl.dropbox.com/u/3602519/example_conformToSimulatedSurface_vectorField.zip

Byron, check out http://andy.moonbase.net/archives/905 on my site, it
doesn't fully answer your question but has some application in that
direction. Also I think Brad Gabe touched on this topic in a vemeo post...

Cheers all.


On Tue, Jan 29, 2013 at 2:33 PM, Toonafish  wrote:

>  maybe this tutorial by Helge Mathee will help : http://vimeo.com/1503174
>
> - Ronald
>
>
>
> On 1/29/2013 20:17, Byron Nash wrote:
>
> On this topic, what's a good way to grow the particles "organically". For
> example, have particles grow or change outwardly from a point of origin?
> Similar to how a moss or other growth would encompass an object.
>
>
> On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman  wrote:
>
>> not really :)
>>
>>  so this move to closest location now worked as expected then or not?
>> if the 'hand' or surface is moving or deforming you could also account for
>> a velocity force from the closest location as well.  point position is not
>> the only thing you can get from a location.
>>
>>
>> On 29 January 2013 18:13, Nuno Conceicao wrote:
>>
>>> This actually gives an undesired result, basically the particles kind of
>>> stay inert not really following the surface (that is deforming/moving
>>> underneath) imagine u have a ball on your hand and move it quickly, the
>>> ball inertia makes it stay where it is then it drops/sticks to the closest
>>> surface (could be your other hand or the floor)
>>> :)
>>>
>>>  What i really want is for them to move on the skin surface, lets say
>>> from the tip of your index finger to the base of the finger, while your
>>> hand is moving...
>>> Hope this makes my point a bit clearer :)
>>>
>>>
>>>
>>>
>>> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
>>> sandy.sutherl...@triggerfish.co.za> wrote:
>>>
>>>>  If you use the get closest location - then the position it returns
>>>> you can feed right into a self.PointPosition set data node - if you type
>>>> into the search box 'set point position' then you should find a node.  If
>>>> you put that setup after any other forces or move nodes, then it will make
>>>> the movements then stick the points to the surface.
>>>>
>>>> S.
>>>>
>>>>   *   *
>>>> Sandy Sutherland  | Technical
>>>> Supervisor
>>>><http://triggerfish.co.za/en>
>>>>  <http://www.facebook.com/triggerfishanimation>
>>>><http://www.twitter.com/triggerfishza>
>>>>--
>>>>  *From:* softimage-boun...@listproc.autodesk.com [
>>>> softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [
>>>> nunoalexconcei...@gmail.com]
>>>> *Sent:* 29 January 2013 19:31
>>>>
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Re: Surface Flowing Particles
>>>>
>>>>   Sorry, Rob, not really sure what you mean with "set closest location"
>>>>
>>>>
>>>> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman wrote:
>>>>
>>>>> also a get closest location (your surface) > set closest location
>>>>> will stick your particles to the surface but still allow them to move
>>>>> around with forces and simulation.
>>>>>
>>>>>
>>>>>
>>>>> On 29 January 2013 16:57, Renaud Bousquet 
>>>>> wrote:
>>>>> > Hello,
>>>>> >
>>>>> > Something like this could help you for particles movements.
>>>>> > http://vimeo.com/36709750
>>>>> >
>>>>> > Create a vector flow then use it as a force for your particles via
>>>>> closest
>>>>> > location.
>>>>> > Hope it can help you!
>>>>> >
>>>>> &g

Re: Surface Flowing Particles

2013-01-29 Thread Toonafish

maybe this tutorial by Helge Mathee will help : http://vimeo.com/1503174

- Ronald


On 1/29/2013 20:17, Byron Nash wrote:
On this topic, what's a good way to grow the particles "organically". 
For example, have particles grow or change outwardly from a point of 
origin? Similar to how a moss or other growth would encompass an object.



On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman <mailto:tekano@gmail.com>> wrote:


not really :)

so this move to closest location now worked as expected then or
not?   if the 'hand' or surface is moving or deforming you could
also account for a velocity force from the closest location as
well.  point position is not the only thing you can get from a
location.


On 29 January 2013 18:13, Nuno Conceicao
mailto:nunoalexconcei...@gmail.com>>
wrote:

This actually gives an undesired result, basically the
particles kind of stay inert not really following the surface
(that is deforming/moving underneath) imagine u have a ball on
your hand and move it quickly, the ball inertia makes it stay
where it is then it drops/sticks to the closest surface (could
be your other hand or the floor)
:)

What i really want is for them to move on the skin surface,
lets say from the tip of your index finger to the base of the
finger, while your hand is moving...
Hope this makes my point a bit clearer :)




On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland
mailto:sandy.sutherl...@triggerfish.co.za>> wrote:

If you use the get closest location - then the position it
returns you can feed right into a self.PointPosition set
data node - if you type into the search box 'set point
position' then you should find a node.  If you put that
setup after any other forces or move nodes, then it will
make the movements then stick the points to the surface.

S.

__
Sandy Sutherland
<mailto:sandy.sutherl...@triggerfish.co.za> | Technical
Supervisor
<http://triggerfish.co.za/en> 
<http://www.facebook.com/triggerfishanimation>
<http://www.twitter.com/triggerfishza>



*From:* softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] on
behalf of Nuno Conceicao [nunoalexconcei...@gmail.com
<mailto:nunoalexconcei...@gmail.com>]
*Sent:* 29 January 2013 19:31

*To:* softimage@listproc.autodesk.com
    <mailto:softimage@listproc.autodesk.com>
*Subject:* Re: Surface Flowing Particles

Sorry, Rob, not really sure what you mean with "set
closest location"


On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman
mailto:tekano@gmail.com>> wrote:

also a get closest location (your surface) > set
closest location
will stick your particles to the surface but still
allow them to move
around with forces and simulation.



On 29 January 2013 16:57, Renaud Bousquet
mailto:renaud.bousq...@modusfx.com>> wrote:
> Hello,
>
> Something like this could help you for particles
movements.
> http://vimeo.com/36709750
>
> Create a vector flow then use it as a force for your
particles via closest
> location.
> Hope it can help you!
>
> RB
>
>
> On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>
>> Hi guys, just came across this task where basically
I need to create a
>> kind of growing particles effect (Ex: foam/bubbles)
where the particles
>> move, multiply and grow on a deforming surface.
>>
>> Basically, cant use stick to surface, flow around
surface also doesnt work
>> since the particles need to kind of stay on the
surface at all times. Cant
>> get Slide on surface to work properly too.
>>
>> Using an expanding weight-map kind of gets
something close

Re: Surface Flowing Particles

2013-01-29 Thread Byron Nash
On this topic, what's a good way to grow the particles "organically". For
example, have particles grow or change outwardly from a point of origin?
Similar to how a moss or other growth would encompass an object.


On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman  wrote:

> not really :)
>
> so this move to closest location now worked as expected then or not?   if
> the 'hand' or surface is moving or deforming you could also account for a
> velocity force from the closest location as well.  point position is not
> the only thing you can get from a location.
>
>
> On 29 January 2013 18:13, Nuno Conceicao wrote:
>
>> This actually gives an undesired result, basically the particles kind of
>> stay inert not really following the surface (that is deforming/moving
>> underneath) imagine u have a ball on your hand and move it quickly, the
>> ball inertia makes it stay where it is then it drops/sticks to the closest
>> surface (could be your other hand or the floor)
>> :)
>>
>> What i really want is for them to move on the skin surface, lets say from
>> the tip of your index finger to the base of the finger, while your hand is
>> moving...
>> Hope this makes my point a bit clearer :)
>>
>>
>>
>>
>> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
>> sandy.sutherl...@triggerfish.co.za> wrote:
>>
>>>  If you use the get closest location - then the position it returns you
>>> can feed right into a self.PointPosition set data node - if you type into
>>> the search box 'set point position' then you should find a node.  If you
>>> put that setup after any other forces or move nodes, then it will make the
>>> movements then stick the points to the surface.
>>>
>>> S.
>>>
>>>   *   *
>>> Sandy Sutherland  | Technical
>>> Supervisor
>>><http://triggerfish.co.za/en>
>>>  <http://www.facebook.com/triggerfishanimation>
>>><http://www.twitter.com/triggerfishza>
>>>   --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [
>>> nunoalexconcei...@gmail.com]
>>> *Sent:* 29 January 2013 19:31
>>>
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Surface Flowing Particles
>>>
>>>   Sorry, Rob, not really sure what you mean with "set closest location"
>>>
>>>
>>> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman wrote:
>>>
>>>> also a get closest location (your surface) > set closest location
>>>> will stick your particles to the surface but still allow them to move
>>>> around with forces and simulation.
>>>>
>>>>
>>>>
>>>> On 29 January 2013 16:57, Renaud Bousquet 
>>>> wrote:
>>>> > Hello,
>>>> >
>>>> > Something like this could help you for particles movements.
>>>> > http://vimeo.com/36709750
>>>> >
>>>> > Create a vector flow then use it as a force for your particles via
>>>> closest
>>>> > location.
>>>> > Hope it can help you!
>>>> >
>>>> > RB
>>>> >
>>>> >
>>>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>>> >>
>>>> >> Hi guys, just came across this task where basically I need to create
>>>> a
>>>> >> kind of growing particles effect (Ex: foam/bubbles) where the
>>>> particles
>>>> >> move, multiply and grow on a deforming surface.
>>>> >>
>>>> >> Basically, cant use stick to surface, flow around surface also
>>>> doesnt work
>>>> >> since the particles need to kind of stay on the surface at all
>>>> times. Cant
>>>> >> get Slide on surface to work properly too.
>>>> >>
>>>> >> Using an expanding weight-map kind of gets something close but quite
>>>> >> different to what i wish to achieve, the problem is that the
>>>> particles
>>>> >> should also move and slide, so they cant be stuck on the surface,
>>>> but follow
>>>> >> its deformation..
>>>> >>
>>>> >> I also tried a process using states to make the particles spawn once
>>>> they
>>>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in
>>>> turn pop
>>>> >> again into smaller ones, but couldn't get them to follow the surface
>>>> >> properly.
>>>> >>
>>>> >> I guess that might be several approaches for the issue, maybe someone
>>>> >> knows a compound that does something similar that could maybe be
>>>> adapted to
>>>> >> this purpose.
>>>> >>
>>>> >> Cheers
>>>> >>
>>>> >> Nuno
>>>> >
>>>> >
>>>> >
>>>>
>>>
>>>
>>
>


Re: Surface Flowing Particles

2013-01-29 Thread Rob Chapman
not really :)

so this move to closest location now worked as expected then or not?   if
the 'hand' or surface is moving or deforming you could also account for a
velocity force from the closest location as well.  point position is not
the only thing you can get from a location.

On 29 January 2013 18:13, Nuno Conceicao wrote:

> This actually gives an undesired result, basically the particles kind of
> stay inert not really following the surface (that is deforming/moving
> underneath) imagine u have a ball on your hand and move it quickly, the
> ball inertia makes it stay where it is then it drops/sticks to the closest
> surface (could be your other hand or the floor)
> :)
>
> What i really want is for them to move on the skin surface, lets say from
> the tip of your index finger to the base of the finger, while your hand is
> moving...
> Hope this makes my point a bit clearer :)
>
>
>
>
> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
> sandy.sutherl...@triggerfish.co.za> wrote:
>
>>  If you use the get closest location - then the position it returns you
>> can feed right into a self.PointPosition set data node - if you type into
>> the search box 'set point position' then you should find a node.  If you
>> put that setup after any other forces or move nodes, then it will make the
>> movements then stick the points to the surface.
>>
>> S.
>>
>>   *   *
>> Sandy Sutherland  | Technical
>> Supervisor
>><http://triggerfish.co.za/en>
>>  <http://www.facebook.com/triggerfishanimation>
>><http://www.twitter.com/triggerfishza>
>>   --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [
>> nunoalexconcei...@gmail.com]
>> *Sent:* 29 January 2013 19:31
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Surface Flowing Particles
>>
>>   Sorry, Rob, not really sure what you mean with "set closest location"
>>
>>
>> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman wrote:
>>
>>> also a get closest location (your surface) > set closest location
>>> will stick your particles to the surface but still allow them to move
>>> around with forces and simulation.
>>>
>>>
>>>
>>> On 29 January 2013 16:57, Renaud Bousquet 
>>> wrote:
>>> > Hello,
>>> >
>>> > Something like this could help you for particles movements.
>>> > http://vimeo.com/36709750
>>> >
>>> > Create a vector flow then use it as a force for your particles via
>>> closest
>>> > location.
>>> > Hope it can help you!
>>> >
>>> > RB
>>> >
>>> >
>>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>> >>
>>> >> Hi guys, just came across this task where basically I need to create a
>>> >> kind of growing particles effect (Ex: foam/bubbles) where the
>>> particles
>>> >> move, multiply and grow on a deforming surface.
>>> >>
>>> >> Basically, cant use stick to surface, flow around surface also doesnt
>>> work
>>> >> since the particles need to kind of stay on the surface at all times.
>>> Cant
>>> >> get Slide on surface to work properly too.
>>> >>
>>> >> Using an expanding weight-map kind of gets something close but quite
>>> >> different to what i wish to achieve, the problem is that the particles
>>> >> should also move and slide, so they cant be stuck on the surface, but
>>> follow
>>> >> its deformation..
>>> >>
>>> >> I also tried a process using states to make the particles spawn once
>>> they
>>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn
>>> pop
>>> >> again into smaller ones, but couldn't get them to follow the surface
>>> >> properly.
>>> >>
>>> >> I guess that might be several approaches for the issue, maybe someone
>>> >> knows a compound that does something similar that could maybe be
>>> adapted to
>>> >> this purpose.
>>> >>
>>> >> Cheers
>>> >>
>>> >> Nuno
>>> >
>>> >
>>> >
>>>
>>
>>
>


Re: Surface Flowing Particles

2013-01-29 Thread Rob Chapman
try this pasted into your script editor and run , Im in 2013 , not
sure when the 'bubbles' preset was introduced fairly sure it was a few
versions back.

the bubble emit from a grid

they are moving with velocities and forces
they get moved to the nearest surface of the sphere
they continue to move with velocities and forces





CreatePrim "Grid", "MeshSurface"
ICEFlow_CreateParticlesFromPreset "Bubbles", "Execute", "Emitter1", "
", False, "Bubbles", True
CreatePrim "Sphere", "MeshSurface"
SetValue "sphere.polymsh.geom.subdivu", 32
SetValue "sphere.polymsh.geom.subdivv", 32
Translate , 0, 7.46269605433498, 0, siRelative, siLocal, siObj, siXYZ,
, , , , , , , , , 0
ActivateObjectSelTool
SelectObj "Bubbles_PointCloud", , True
FirstFrame
AddICENode "$XSI_DSPRESETS\ICENodes\GetClosestLocationNode.Preset",
"Bubbles_PointCloud.pointcloud.ICETree"
AddICECompoundNode "Get Point Position", "Bubbles_PointCloud.pointcloud.ICETree"
ConnectICENodes
"Bubbles_PointCloud.pointcloud.ICETree.GetClosestLocationNode.position",
"Bubbles_PointCloud.pointcloud.ICETree.Get_Point_Position.Value"
SelectObj "sphere", , True
OpenAttachments
AddICENode "GetDataNode", "Bubbles_PointCloud.pointcloud.ICETree"
SetValue 
"Bubbles_PointCloud.pointcloud.ICETree.SceneReferenceNode[1].reference",
"sphere"
ConnectICENodes
"Bubbles_PointCloud.pointcloud.ICETree.GetClosestLocationNode.geometry",
"Bubbles_PointCloud.pointcloud.ICETree.SceneReferenceNode[1].value"
AddICECompoundNode "Set Data", "Bubbles_PointCloud.pointcloud.ICETree"
ConnectICENodes
"Bubbles_PointCloud.pointcloud.ICETree.Set_Data.Value",
"Bubbles_PointCloud.pointcloud.ICETree.GetClosestLocationNode.location"
AddPortToICENode "Bubbles_PointCloud.pointcloud.ICETree.port1",
siNodePortDataInsertionLocationAfter
ConnectICENodes "Bubbles_PointCloud.pointcloud.ICETree.port2",
"Bubbles_PointCloud.pointcloud.ICETree.Set_Data.Execute"
SetValue "Bubbles_PointCloud.pointcloud.ICETree.Set_Data.Reference",
"self.pointposition"
DisconnectICENodePort "Bubbles_PointCloud.pointcloud.ICETree.Set_Data.Value"
AddICENode "$XSI_DSPRESETS\ICENodes\GetDataNode.Preset",
"Bubbles_PointCloud.pointcloud.ICETree"
ConnectICENodes
"Bubbles_PointCloud.pointcloud.ICETree.SceneReferenceNode[2].source",
"Bubbles_PointCloud.pointcloud.ICETree.GetClosestLocationNode.location"
ConnectICENodes
"Bubbles_PointCloud.pointcloud.ICETree.Set_Data.Value",
"Bubbles_PointCloud.pointcloud.ICETree.SceneReferenceNode[2].value"
SetValue 
"Bubbles_PointCloud.pointcloud.ICETree.SceneReferenceNode[2].reference",
"pointposition"
PlayForwardsFromStart


On 29 January 2013 17:52, Nuno Conceicao  wrote:
> I did try it, they dont move, maybe im doing something wrong, I'll keep
> looking 
>
>


RE: Surface Flowing Particles

2013-01-29 Thread Sandy Sutherland
If you use the get closest location - then the position it returns you can feed 
right into a self.PointPosition set data node - if you type into the search box 
'set point position' then you should find a node.  If you put that setup after 
any other forces or move nodes, then it will make the movements then stick the 
points to the surface.

S.


Sandy Sutherland<mailto:sandy.sutherl...@triggerfish.co.za> | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 
<http://triggerfish.co.za/en>
[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 
<http://www.facebook.com/triggerfishanimation>

[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 <http://www.twitter.com/triggerfishza>

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao 
[nunoalexconcei...@gmail.com]
Sent: 29 January 2013 19:31
To: softimage@listproc.autodesk.com
Subject: Re: Surface Flowing Particles

Sorry, Rob, not really sure what you mean with "set closest location"


On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman 
mailto:tekano@gmail.com>> wrote:
also a get closest location (your surface) > set closest location
will stick your particles to the surface but still allow them to move
around with forces and simulation.



On 29 January 2013 16:57, Renaud Bousquet 
mailto:renaud.bousq...@modusfx.com>> wrote:
> Hello,
>
> Something like this could help you for particles movements.
> http://vimeo.com/36709750
>
> Create a vector flow then use it as a force for your particles via closest
> location.
> Hope it can help you!
>
> RB
>
>
> On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>
>> Hi guys, just came across this task where basically I need to create a
>> kind of growing particles effect (Ex: foam/bubbles) where the particles
>> move, multiply and grow on a deforming surface.
>>
>> Basically, cant use stick to surface, flow around surface also doesnt work
>> since the particles need to kind of stay on the surface at all times. Cant
>> get Slide on surface to work properly too.
>>
>> Using an expanding weight-map kind of gets something close but quite
>> different to what i wish to achieve, the problem is that the particles
>> should also move and slide, so they cant be stuck on the surface, but follow
>> its deformation..
>>
>> I also tried a process using states to make the particles spawn once they
>> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn pop
>> again into smaller ones, but couldn't get them to follow the surface
>> properly.
>>
>> I guess that might be several approaches for the issue, maybe someone
>> knows a compound that does something similar that could maybe be adapted to
>> this purpose.
>>
>> Cheers
>>
>> Nuno
>
>
>



Re: Surface Flowing Particles

2013-01-29 Thread Nuno Conceicao
I did try it, they dont move, maybe im doing something wrong, I'll keep
looking 


On Tue, Jan 29, 2013 at 5:46 PM, Andy Moorer  wrote:

> No.
>
> :)
>
> Try it, in with a simulate particles and some forces.
>
> Sent from my iPad
>
> On Jan 29, 2013, at 12:39 PM, Nuno Conceicao 
> wrote:
>
> > Ok but this basically is a stick with location and no matter what forces
> or velocity the particles dont move on the surface, they are stuck
>
>


Re: Surface Flowing Particles

2013-01-29 Thread Andy Moorer
The difference is the location is re-evaluated every frame, where with the 
stick to compound it's stored, if memory serves.

Sent from my iPad

On Jan 29, 2013, at 12:46 PM, Andy Moorer  wrote:

> No.
> 
> :)
> 
> Try it, in with a simulate particles and some forces.
> 
> Sent from my iPad
> 
> On Jan 29, 2013, at 12:39 PM, Nuno Conceicao  
> wrote:
> 
>> Ok but this basically is a stick with location and no matter what forces or 
>> velocity the particles dont move on the surface, they are stuck



RE: Surface Flowing Particles

2013-01-29 Thread Grahame Fuller
Apply your forces, then simulate, and after that set particle position to the 
closest location on the surface.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
Sent: Tuesday, January 29, 2013 12:39 PM
To: softimage@listproc.autodesk.com
Subject: Re: Surface Flowing Particles

Ok but this basically is a stick with location and no matter what forces or 
velocity the particles dont move on the surface, they are stuck

On Tue, Jan 29, 2013 at 5:36 PM, Andy Moorer 
mailto:andymoo...@gmail.com>> wrote:
Get the closest location on the surface, use a get data to get the point 
position from the location, and then use that to set point position. ;)

Sent from my iPad

On Jan 29, 2013, at 12:31 PM, Nuno Conceicao 
mailto:nunoalexconcei...@gmail.com>> wrote:
Sorry, Rob, not really sure what you mean with "set closest location"

On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman 
mailto:tekano@gmail.com>> wrote:
also a get closest location (your surface) > set closest location
will stick your particles to the surface but still allow them to move
around with forces and simulation.



On 29 January 2013 16:57, Renaud Bousquet 
mailto:renaud.bousq...@modusfx.com>> wrote:
> Hello,
>
> Something like this could help you for particles movements.
> http://vimeo.com/36709750
>
> Create a vector flow then use it as a force for your particles via closest
> location.
> Hope it can help you!
>
> RB
>
>
> On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>
>> Hi guys, just came across this task where basically I need to create a
>> kind of growing particles effect (Ex: foam/bubbles) where the particles
>> move, multiply and grow on a deforming surface.
>>
>> Basically, cant use stick to surface, flow around surface also doesnt work
>> since the particles need to kind of stay on the surface at all times. Cant
>> get Slide on surface to work properly too.
>>
>> Using an expanding weight-map kind of gets something close but quite
>> different to what i wish to achieve, the problem is that the particles
>> should also move and slide, so they cant be stuck on the surface, but follow
>> its deformation..
>>
>> I also tried a process using states to make the particles spawn once they
>> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn pop
>> again into smaller ones, but couldn't get them to follow the surface
>> properly.
>>
>> I guess that might be several approaches for the issue, maybe someone
>> knows a compound that does something similar that could maybe be adapted to
>> this purpose.
>>
>> Cheers
>>
>> Nuno
>
>
>


<>

Re: Surface Flowing Particles

2013-01-29 Thread Andy Moorer
No.

:)

Try it, in with a simulate particles and some forces.

Sent from my iPad

On Jan 29, 2013, at 12:39 PM, Nuno Conceicao  
wrote:

> Ok but this basically is a stick with location and no matter what forces or 
> velocity the particles dont move on the surface, they are stuck



Re: Surface Flowing Particles

2013-01-29 Thread Rob Chapman
try it and see?  these are definitely moving particles on the surface
to me - a 'stick to location' is a very specific position according to
where it was emitted / collided , this way the forces and velocities
are not affected only the position in space - trapped to the surface.

On 29 January 2013 17:39, Nuno Conceicao  wrote:
> Ok but this basically is a stick with location and no matter what forces or
> velocity the particles dont move on the surface, they are stuck
>
>
> On Tue, Jan 29, 2013 at 5:36 PM, Andy Moorer  wrote:
>>
>> Get the closest location on the surface, use a get data to get the point
>> position from the location, and then use that to set point position. ;)
>>
>> Sent from my iPad
>>
>> On Jan 29, 2013, at 12:31 PM, Nuno Conceicao 
>> wrote:
>>
>> Sorry, Rob, not really sure what you mean with "set closest location"
>>
>>
>> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman  wrote:
>>>
>>> also a get closest location (your surface) > set closest location
>>> will stick your particles to the surface but still allow them to move
>>> around with forces and simulation.
>>>
>>>
>>>
>>> On 29 January 2013 16:57, Renaud Bousquet 
>>> wrote:
>>> > Hello,
>>> >
>>> > Something like this could help you for particles movements.
>>> > http://vimeo.com/36709750
>>> >
>>> > Create a vector flow then use it as a force for your particles via
>>> > closest
>>> > location.
>>> > Hope it can help you!
>>> >
>>> > RB
>>> >
>>> >
>>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>> >>
>>> >> Hi guys, just came across this task where basically I need to create a
>>> >> kind of growing particles effect (Ex: foam/bubbles) where the
>>> >> particles
>>> >> move, multiply and grow on a deforming surface.
>>> >>
>>> >> Basically, cant use stick to surface, flow around surface also doesnt
>>> >> work
>>> >> since the particles need to kind of stay on the surface at all times.
>>> >> Cant
>>> >> get Slide on surface to work properly too.
>>> >>
>>> >> Using an expanding weight-map kind of gets something close but quite
>>> >> different to what i wish to achieve, the problem is that the particles
>>> >> should also move and slide, so they cant be stuck on the surface, but
>>> >> follow
>>> >> its deformation..
>>> >>
>>> >> I also tried a process using states to make the particles spawn once
>>> >> they
>>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn
>>> >> pop
>>> >> again into smaller ones, but couldn't get them to follow the surface
>>> >> properly.
>>> >>
>>> >> I guess that might be several approaches for the issue, maybe someone
>>> >> knows a compound that does something similar that could maybe be
>>> >> adapted to
>>> >> this purpose.
>>> >>
>>> >> Cheers
>>> >>
>>> >> Nuno
>>> >
>>> >
>>> >
>>
>>
>


Re: Surface Flowing Particles

2013-01-29 Thread Nuno Conceicao
Ok but this basically is a stick with location and no matter what forces or
velocity the particles dont move on the surface, they are stuck


On Tue, Jan 29, 2013 at 5:36 PM, Andy Moorer  wrote:

> Get the closest location on the surface, use a get data to get the point
> position from the location, and then use that to set point position. ;)
>
> Sent from my iPad
>
> On Jan 29, 2013, at 12:31 PM, Nuno Conceicao 
> wrote:
>
> Sorry, Rob, not really sure what you mean with "set closest location"
>
>
> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman  wrote:
>
>> also a get closest location (your surface) > set closest location
>> will stick your particles to the surface but still allow them to move
>> around with forces and simulation.
>>
>>
>>
>> On 29 January 2013 16:57, Renaud Bousquet 
>> wrote:
>> > Hello,
>> >
>> > Something like this could help you for particles movements.
>> > http://vimeo.com/36709750
>> >
>> > Create a vector flow then use it as a force for your particles via
>> closest
>> > location.
>> > Hope it can help you!
>> >
>> > RB
>> >
>> >
>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>> >>
>> >> Hi guys, just came across this task where basically I need to create a
>> >> kind of growing particles effect (Ex: foam/bubbles) where the particles
>> >> move, multiply and grow on a deforming surface.
>> >>
>> >> Basically, cant use stick to surface, flow around surface also doesnt
>> work
>> >> since the particles need to kind of stay on the surface at all times.
>> Cant
>> >> get Slide on surface to work properly too.
>> >>
>> >> Using an expanding weight-map kind of gets something close but quite
>> >> different to what i wish to achieve, the problem is that the particles
>> >> should also move and slide, so they cant be stuck on the surface, but
>> follow
>> >> its deformation..
>> >>
>> >> I also tried a process using states to make the particles spawn once
>> they
>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn
>> pop
>> >> again into smaller ones, but couldn't get them to follow the surface
>> >> properly.
>> >>
>> >> I guess that might be several approaches for the issue, maybe someone
>> >> knows a compound that does something similar that could maybe be
>> adapted to
>> >> this purpose.
>> >>
>> >> Cheers
>> >>
>> >> Nuno
>> >
>> >
>> >
>>
>
>


Re: Surface Flowing Particles

2013-01-29 Thread Andy Moorer
Get the closest location on the surface, use a get data to get the point 
position from the location, and then use that to set point position. ;)

Sent from my iPad

On Jan 29, 2013, at 12:31 PM, Nuno Conceicao  
wrote:

> Sorry, Rob, not really sure what you mean with "set closest location"
> 
> 
> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman  wrote:
>> also a get closest location (your surface) > set closest location
>> will stick your particles to the surface but still allow them to move
>> around with forces and simulation.
>> 
>> 
>> 
>> On 29 January 2013 16:57, Renaud Bousquet  
>> wrote:
>> > Hello,
>> >
>> > Something like this could help you for particles movements.
>> > http://vimeo.com/36709750
>> >
>> > Create a vector flow then use it as a force for your particles via closest
>> > location.
>> > Hope it can help you!
>> >
>> > RB
>> >
>> >
>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>> >>
>> >> Hi guys, just came across this task where basically I need to create a
>> >> kind of growing particles effect (Ex: foam/bubbles) where the particles
>> >> move, multiply and grow on a deforming surface.
>> >>
>> >> Basically, cant use stick to surface, flow around surface also doesnt work
>> >> since the particles need to kind of stay on the surface at all times. Cant
>> >> get Slide on surface to work properly too.
>> >>
>> >> Using an expanding weight-map kind of gets something close but quite
>> >> different to what i wish to achieve, the problem is that the particles
>> >> should also move and slide, so they cant be stuck on the surface, but 
>> >> follow
>> >> its deformation..
>> >>
>> >> I also tried a process using states to make the particles spawn once they
>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn pop
>> >> again into smaller ones, but couldn't get them to follow the surface
>> >> properly.
>> >>
>> >> I guess that might be several approaches for the issue, maybe someone
>> >> knows a compound that does something similar that could maybe be adapted 
>> >> to
>> >> this purpose.
>> >>
>> >> Cheers
>> >>
>> >> Nuno
>> >
>> >
>> >
> 


Re: Surface Flowing Particles

2013-01-29 Thread Nuno Conceicao
Sorry, Rob, not really sure what you mean with "set closest location"


On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman  wrote:

> also a get closest location (your surface) > set closest location
> will stick your particles to the surface but still allow them to move
> around with forces and simulation.
>
>
>
> On 29 January 2013 16:57, Renaud Bousquet 
> wrote:
> > Hello,
> >
> > Something like this could help you for particles movements.
> > http://vimeo.com/36709750
> >
> > Create a vector flow then use it as a force for your particles via
> closest
> > location.
> > Hope it can help you!
> >
> > RB
> >
> >
> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
> >>
> >> Hi guys, just came across this task where basically I need to create a
> >> kind of growing particles effect (Ex: foam/bubbles) where the particles
> >> move, multiply and grow on a deforming surface.
> >>
> >> Basically, cant use stick to surface, flow around surface also doesnt
> work
> >> since the particles need to kind of stay on the surface at all times.
> Cant
> >> get Slide on surface to work properly too.
> >>
> >> Using an expanding weight-map kind of gets something close but quite
> >> different to what i wish to achieve, the problem is that the particles
> >> should also move and slide, so they cant be stuck on the surface, but
> follow
> >> its deformation..
> >>
> >> I also tried a process using states to make the particles spawn once
> they
> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn
> pop
> >> again into smaller ones, but couldn't get them to follow the surface
> >> properly.
> >>
> >> I guess that might be several approaches for the issue, maybe someone
> >> knows a compound that does something similar that could maybe be
> adapted to
> >> this purpose.
> >>
> >> Cheers
> >>
> >> Nuno
> >
> >
> >
>


Re: Surface Flowing Particles

2013-01-29 Thread Rob Chapman
also a get closest location (your surface) > set closest location
will stick your particles to the surface but still allow them to move
around with forces and simulation.



On 29 January 2013 16:57, Renaud Bousquet  wrote:
> Hello,
>
> Something like this could help you for particles movements.
> http://vimeo.com/36709750
>
> Create a vector flow then use it as a force for your particles via closest
> location.
> Hope it can help you!
>
> RB
>
>
> On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>
>> Hi guys, just came across this task where basically I need to create a
>> kind of growing particles effect (Ex: foam/bubbles) where the particles
>> move, multiply and grow on a deforming surface.
>>
>> Basically, cant use stick to surface, flow around surface also doesnt work
>> since the particles need to kind of stay on the surface at all times. Cant
>> get Slide on surface to work properly too.
>>
>> Using an expanding weight-map kind of gets something close but quite
>> different to what i wish to achieve, the problem is that the particles
>> should also move and slide, so they cant be stuck on the surface, but follow
>> its deformation..
>>
>> I also tried a process using states to make the particles spawn once they
>> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn pop
>> again into smaller ones, but couldn't get them to follow the surface
>> properly.
>>
>> I guess that might be several approaches for the issue, maybe someone
>> knows a compound that does something similar that could maybe be adapted to
>> this purpose.
>>
>> Cheers
>>
>> Nuno
>
>
>


Re: Surface Flowing Particles

2013-01-29 Thread Renaud Bousquet

Hello,

Something like this could help you for particles movements.
http://vimeo.com/36709750

Create a vector flow then use it as a force for your particles via 
closest location.

Hope it can help you!

RB

On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
Hi guys, just came across this task where basically I need to create a 
kind of growing particles effect (Ex: foam/bubbles) where the 
particles move, multiply and grow on a deforming surface.


Basically, cant use stick to surface, flow around surface also doesnt 
work since the particles need to kind of stay on the surface at all 
times. Cant get Slide on surface to work properly too.


Using an expanding weight-map kind of gets something close but quite 
different to what i wish to achieve, the problem is that the particles 
should also move and slide, so they cant be stuck on the surface, 
but follow its deformation..


I also tried a process using states to make the particles spawn once 
they achieve a certain size, pop into 2 or 3 smaller bubbles which in 
turn pop again into smaller ones, but couldn't get them to follow the 
surface properly.


I guess that might be several approaches for the issue, maybe someone 
knows a compound that does something similar that could maybe be 
adapted to this purpose.


Cheers

Nuno