Maybe use the collision/intersection to store weights on the geo, which you can then boost, smooth, fade over time, etc., before using to filter the emission.
Also, increase the subframe samples in the cloud's simulation settings. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert Boehs Sent: Tuesday, March 12, 2013 02:30 PM To: SI mailing list Subject: Re: emit from surface interaction for fast objects You beat me to it Peter :) 2013/3/12 Peter Agg <peter....@googlemail.com<mailto:peter....@googlemail.com>> You could get the emit location's Point Position from this and the previous frame, then do a linear interpolate between them with a random blend between 0 and 1. Depends on the movement speed and the kinds of rotations the sword is doing though - it could still look very square. On 12 March 2013 18:03, Kris Rivel <krisri...@gmail.com<mailto:krisri...@gmail.com>> wrote: Any suggestions how to emit more particles when using two colliding or intersecting objects when the interaction is fast? I have a sword slicing through a body and emitting particles based on the intersection. It works but its very broken up as the interaction only happens for a few frames. So I get a little blob of particles in spot, then a little blob somewhere else vs. a solid line. Any suggestions? Or should I just be doing something more manual and slow? I don't want to waste my time if it won't work due to any limitation. Kris -- Gustavo E Boehs http://www.gustavoeb.com.br/blog
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