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View Full Version : Particles colliding with a surface?


Nichod
04-11-2007, 06:40 PM
I'm trying to figure out if its possible to detect the collision of particles on a meshes surface to create a ripple effect (via a shader) from the interaction. From my reading and browsing I feel like it might be possible. Does anyone have any experience with this that they can share and perhaps point me in the right direction?

So far I know its possible to have rough collision detection between a texture map and an object. But I'm not sure if this stretches into the realm of particles and if the particles can influence a shaders properties. I've just started this thought process and have gotten an object via a metaeffect. But haven't tried with particles yet. Hoping someone has tried something like this before.

stooch
04-12-2007, 05:29 AM
why not just use soft bodies or a texture driven displacement? soft bodies are just meshes with a particle for each point, interesting to see what you will come up with though.

Nichod
04-12-2007, 02:42 PM
Well using an idea from Rush. Bloat has been applied to the mesh. And particles are emitting a procedural sphere with a weight set to inverse square.

A few problems that I am having:

1. It seems that only two bloats are working. Perhaps there is something I am doing wrong there. But can't seem to get more than one to work in this case.

2. Also, I think this would work a lot better if a single procedural sphere was all that was needed. The particles don't seem to emit more than one. Unless of course I'm missing something.

I think if I can get bloat to work properly and have the procedural spheres more equally spread in the emitter particles this will work quite well. I've attached a screengrab of where I am so far.

Nichod
04-12-2007, 06:11 PM
Ok. Thanks to Joe Cosman on IRC for the solution for problem 1. I added the null beneath the mesh not the effect. Now I've gotten part of 2. to work. But for some reason the procedurals only work if beneath a null, otherwise they won't be emitted. And only a single procedural sphere emits. Meaning I need dozens of procedurals added beneath the null to a get a good effect. Plus for each procedural I'll need a bloat effect.

What would be ideal is if particles individually could act as a weight.

Nichod
04-12-2007, 08:30 PM
Here is an update. I decided to use metaeffectors instead. Not as good as it could be. Will continue exploring this and hope someone might have other ideas.

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04-12-2007, 08:30 PM
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