Re: Surface Flowing Particles
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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