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ZaldronGG
04-02-2002, 10:10 AM
I've been following this great forum for quite a while so I figured I should register and get this question out of my mind. ;)

Right now I'm not working in a scene involving particles, so it's more a doubt I can't seem to figure out than a work-stopper. Everytime I hook a particle generator to a spline for my animations I can't manage to get a fluid trail. The new particles are of course spawned in the generator's location, meaning that in the faster segments of the trajectory I get some gaps. Is there a way to interpolate more spawning coords between each frame?

Thanks in advance.

zkydz
04-02-2002, 09:29 PM
I've never had that problem per se, but the (native) particles in max don't have many options on control, so, here we go.

The Particles act as a physical emitter of real world particles would. Think of a water hose. As the spray comes out it is constant, but as soon as the hose moves faster, the particles (water drops) would still be constant but more spread due to the speed increase. MAX's particles behave exactly the same way. You can try to interactively animate the speed of the particle generation to match the faster areas to compensate.

zkydz

ZaldronGG
04-02-2002, 09:44 PM
Problem is, there's a significant distance in the coordinates between frame X and X+1. That means I get (for example) 7 new particles in X's position and 7 more in (X+1)'s, but no particles along this segment.

Ls3D
04-02-2002, 11:26 PM
Increase particle count and/or add multiple emitters offset in time and settings (seed). Keyframing is a good suggestion.

A balance between speed, particle count, birth rate, & variation is what it comes down to IMHO.

Which particle system are you using? How are you binding to path?

-Shea
www.Ls3D.com

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