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Collember
07-16-2005, 11:08 AM
I have got as far to create the object by which the particles adhere to. I created 4 separate emitters for 4 separate instance obgects, in this case beads. the problem i have is, when u select each emitter as surface, each emitter emits from the same position as the others. And the only instnace that renders is the instance that is scaled the largest, simply cus it covers the other particles.

I want to be able to randomise or seed the position of the emission positions.

otherwise, i will have to just duplicated and place which would take FOREVER.



any help would be greatly appreciated.

codenamejyn
07-16-2005, 11:29 AM
If you check under the particle's Shape Attribute you find a attribiute called "Emission Random Stream Seeds". Set a different number to each particle set and you'll get a variation in emission positions.

Just for your information using a single emitter and particle, you could actually achieve mutliple instanced object.

Collember
07-16-2005, 11:51 AM
thanks alot :D

Collember
07-16-2005, 11:58 AM
i tried the multiple instanced objects however, it would only render the final selection, not all the instances...

help?


thanks

codenamejyn
07-16-2005, 01:05 PM
i tried the multiple instanced objects however, it would only render the final selection, not all the instances...

help?


thanks

Create a new particle attribute like "randObjectIndex". On creation expression write something like this:
randObjectIndex = trunc ( rand ( 0, *your max object count* ) );

Under the particle's shape attribute you'll find "Instancer" attribute and under "objectIndex", map the "randObjectIndex" to it.

That should do it.

Collember
07-19-2005, 09:56 AM
been away a while, came back to do this, im not sure which part i place the attribute on. Is it on the emitter or the particle?

im not sure what setting to make it, vector, float, string, etc?


and what do u mean "map to"

i need like a tutorial, like step by step, would be great.

i dont have alot of experience with this part, sorry

thanks

Collember
07-19-2005, 11:28 AM
u can still post the tut please, however, i did it, not with the script tho.

since i couldnt figure it out, i just created 4 emitters and did it that way, i got the outcome i wanted.



thanks all the same, but a tut would be cool :)

codenamejyn
07-24-2005, 08:16 AM
1. Select you geometries.

2. Create particle instancer.

3. Select the particleShape that resulted you particle instancer.

4. Add per-particle attribute, a float attribute called "randObjectIndex" to the particleShape.

5. In creation expression write:

randObjectIndex = trunc ( rand ( 0, *this value determined by the number of geometries that you selected during particle instancer creation* ) ;

6. Under particleShape where the particleInstancer attribute is you'll find "Object Index" If you expand the options, you'll find "randObjectIndex". Set that for the "Object Index".

7. Rescrub the timeline and you should be done.

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07-24-2005, 08:16 AM
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