Like Rob said, you'll have to go the ID approach. If you know what
particles should follow which curves its easy. If not, then you'll have
to setup some logic.
Create a custom param set on each curves named the same thing, like
"curveData".
Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should have
higher numbers, and so on and so on.
When you emit your particles randomly (or with some logic) set an ID of
the curve you want them to follow.
You could then get closest location on each curve, and test if the curve
ID is greater than the one it started on. If so then you could use some
state machines to switch states. It's going to be a complex tree I think
no matter what.
Eric T.
On 3/19/2015 1:10 PM, Cristobal Infante wrote:
get closest location > point-tangent. Use this as point velocity,
I did something like this with several curves and it was fine.
On 19 March 2015 at 16:52, Rob Chapman <tekano....@gmail.com
<mailto:tekano....@gmail.com>> wrote:
closest location does not cut it when different curves overlap.
you will have to build a system using a unique curve ID and
translate along each curve ID's using curve u instead.
at least this way you could gracefully hand over particles between
curves as it reaches the end of each segment.
On 19 March 2015 at 16:42, Dave Sisk <d...@janimation.com
<mailto:d...@janimation.com>> wrote:
Thanks for the responses guys.
I've continued with my "brute force" method for now because it
gets the job done. It involves several "Select Case" nodes
with 29 cases each though, so you can imagine why I was
reluctant to string that up. :)
I've tried the suggested approach, but I usually get a jump to
the same curve over and over again when they overlap instead
of continuing along their first curve.
Inline image 1
On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge
<ethivie...@hybride.com <mailto:ethivie...@hybride.com>> wrote:
Huh... works actually. I remember this not working
before... carry on never mind.
Eric T.
On 3/19/2015 12:25 PM, Eric Thivierge wrote:
Closest location doesn't work with curves fed in with
a group. It always uses the first one.
Eric T.
On 3/19/2015 12:23 PM, Grahame Fuller wrote:
Greg, any details about not getting it to work on
curves? As far as I know, it should.
gray
From: softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>]
On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
Subject: Re: ICE emit particles and follow
branching geometry
Your best bet is to create a mesh from those
curves and transfer the curve's tangent onto the
mesh as a vector attribute.
Emit from the curve but use the geo's attribute to
set the direction. How Paul Smith's hair grooming
stuff works essentially.
Using a group of curves or even doing one curve at
a time won't get a nice smooth result I don't
think. You'll probably get popping.
Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not
ideal. He cannot get a group of curves to work,
and is wiring up each one in by hand in the ICE tree.
What he wants to do is emit an objects from one
end of a curve and the have it follow the curve to
the end.. but he wants to do this to a group of
curves. He can make it work one curve at a time
fine, he can wire the bizzilion curves up by hand
but its not ideal.
On Thu, Mar 19, 2015 at 9:50 AM,
<pete...@skynet.be
<mailto:pete...@skynet.be><mailto:pete...@skynet.be
<mailto:pete...@skynet.be>>>
wrote:
I think you can get the closest point on a group
of curves,
get the point-tangent from there and use that
(vector) as a force,
combine to taste with turbulence, and perhaps a
force pulling towards the curve (vector from point
to closest point) for extra control.
adding/removing curves to the group is all you’d
need to do to add them to the simulation.
hope this helps.
From: Dave Sisk<mailto:d...@janimation.com
<mailto:d...@janimation.com>>
Sent: Thursday, March 19, 2015 3:27 PM
To: softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com><mailto:softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>>
Subject: ICE emit particles and follow branching
geometry
Hi, I'm trying to create an effect with particles
flowing from one several ends of branching
geometry to another of several ends on the same
geometry.
Right now I'm working with Flow Along Curve and a
bunch of partially-overlapping curves that go from
one end to the other, but since ICE is pretty
limited in what you can plug a geometry port into,
I'm running into a LOT of duplication that makes
adding or removing curves a labor intensive process.
Is there another approach to this I should be trying?
Thanks,
Dave Sisk