NEO^AMiGA
04-08-2007, 12:11 AM
..n?
Kinda tricky one, eeey? =) Let's see if i can describe this one in detail. I have like 400 coins flying over a hill. The coins are rigid bodies that I create and set of with a neat lil script. What will happen is that the coins takes of, with the help of initial velocity and some other attributes, they fly over the hill and land on the other side. Since they have some random attributes some might never get airborne but instead just roll over the hill.
A little pic to illustrate this: click me (http://www.irry.com/neo/bilder/temp/3d/coinsOverHill.jpg)
The thing is that i must add some general dust and some larger debris to this scene. The debris mainly where the coins hit the gound with a huge velocity. And then some dust trail after each coin.
My first thought was that I could maybe make the rigid bodies to create an "emission map" for the ground? What I mean is that at each frame the posision of each individual coin and the pressure the coin creates on the ground are "sampled/saved/stored" and saved as an animated texture for the ground. A black and white texture in the range 0 to 1 (or 0 to 255 if you prefer). Then this texture could be used as an emission texture for the ground. But would this even be possible? =) Does not sound like the easiest thing to do.
But on the other hand, creating 400 emitters and parenting them to the coins ain't all that realistic either. Sure, I can script that but I bet it will be both slow and painfull and involve more then one crash. =/
Am I atacking this problem from the wrong angle? Any other ideas?
Kinda tricky one, eeey? =) Let's see if i can describe this one in detail. I have like 400 coins flying over a hill. The coins are rigid bodies that I create and set of with a neat lil script. What will happen is that the coins takes of, with the help of initial velocity and some other attributes, they fly over the hill and land on the other side. Since they have some random attributes some might never get airborne but instead just roll over the hill.
A little pic to illustrate this: click me (http://www.irry.com/neo/bilder/temp/3d/coinsOverHill.jpg)
The thing is that i must add some general dust and some larger debris to this scene. The debris mainly where the coins hit the gound with a huge velocity. And then some dust trail after each coin.
My first thought was that I could maybe make the rigid bodies to create an "emission map" for the ground? What I mean is that at each frame the posision of each individual coin and the pressure the coin creates on the ground are "sampled/saved/stored" and saved as an animated texture for the ground. A black and white texture in the range 0 to 1 (or 0 to 255 if you prefer). Then this texture could be used as an emission texture for the ground. But would this even be possible? =) Does not sound like the easiest thing to do.
But on the other hand, creating 400 emitters and parenting them to the coins ain't all that realistic either. Sure, I can script that but I bet it will be both slow and painfull and involve more then one crash. =/
Am I atacking this problem from the wrong angle? Any other ideas?
