That happens because the sampling is proportional to area, which changes as the 
object deforms. As others have mentioned, you can either freeze the emission 
and then use the EmitLocation to set PointPosition, or reinterpret locations 
from a non-deforming copy of the geometry.

In the worst case you might also need to triangulate the geometry, if extreme 
deformations cause polygons to get re-tesselated.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Philip Melancon
Sent: Friday, March 01, 2013 04:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Generating a stable sample set

Yep, hence my initial question...I'm slow but not THAT slow ;)
On 01/03/2013 3:12 PM, Stephen Blair wrote:
That's what I thought, but with Emission Type = Surface the points move around 
as the surface deforms (even with Time Varying off).
Emission Type = Point works ok.


On 01/03/2013 2:53 PM, Rob Chapman wrote:
what? boy you are going to feel embarrassed when you turn off 'time varying' in 
the emit properties.

of couse they stick to emit location in a modelling stick if you set them 
afterwards
On 1 March 2013 20:46, Philip Melancon 
<philip.melan...@modusfx.com<mailto:philip.melan...@modusfx.com>> wrote:
Hi, do any of you know of a way to generate a stable surface sample set from a 
geometry?

What I'm trying to do is to have particles stick to a deforming surface but I 
want to avoid the use a simulation tree (for animation purposes). It should be 
a simple thing to do, but there doesn't seem to be any built in way to do it, 
at least none that I've found so far.

I assumed that a sample set generated in the modelling stack would either stick 
to the deforming geo by itself, or that we could simply create an ice tree in 
the animation stack that would read/write the location back to the position. 
It's quite frustrating to see that something as "simple" as this needs a 
simulated tree.


--

Philip Melancon

Lead crowd TD

Modus FX



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--

Philip Melancon

Lead crowd TD

Modus FX

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