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 twilightened07-01-2006, 07:48 AMHi, I know it is possible to create an ocean that emits particles at maximum height waves. It is mentioned in Alias fluids DVD. create 3 attributes 1) sprayHeight 2) minElevation 3) suckForce under oceanPlane1. Then put the following script in creation expression vector \$pos = particleShape1.position; float \$px = \$pos.x; float \$pz = \$pos.z; float \$disp[] = `colorAtPoint -u \$px -v \$pz oceanShader1`; float \$py = \$disp[0]; if (\$disp[0] > oceanPlane1.sprayHeight ) { particleShape1.position = <<\$pos.x,\$py,\$pos.z>>; particleShape1.lifespanPP = rand(1) + 0.2; } else { particleShape1.lifespanPP = 0; } and the following script in runtime expression vector \$pos = particleShape1.position; float \$px = \$pos.x; float \$pz = \$pos.z; float \$disp[] = `colorAtPoint -u \$px -v \$pz oceanShader1`; float \$py = \$disp[0]; float \$yDiff = \$py - \$pos.y; \$py = \$pos.y + \$yDiff * oceanPlane1.suckForce; if(\$py < \$disp[0] + oceanPlane1.minElevation) { \$py = \$disp[0] + oceanPlane1.minElevation; } particleShape1.position = <<\$pos.x,\$p.y,\$pos.z>>; Doing this much is not enough. What am I not doing. That which I need to do so it emits particles at maximum height. BRgds, kNish
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