merge the curves, job done.. On 19 March 2015 at 17:24, Eric Thivierge <ethivie...@hybride.com> wrote:
> The main problem with this type of stuff is that you can't get closest > location on each curve at the same time without building a huge compound. > You want to get the closest location on every curve, compare, and follow > the closest one or switch with some logic. > > Eric T. > > > On 3/19/2015 1:18 PM, Eric Thivierge wrote: > > 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> 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> 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. >>> >>> >>> [image: Inline image 1] >>> >>> On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge <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] On Behalf Of Eric Thivierge >>>>>> Sent: Thursday, March 19, 2015 12:02 PM >>>>>> To: 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>> 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> >>>>>> Sent: Thursday, March 19, 2015 3:27 PM >>>>>> To: 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 >>>>>> >>>>>> >>>>>> >>>>> >>>> >>>> >>> >> > > >