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
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>
>>
>
>
>

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