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mandark1011
07-06-2007, 09:12 PM
Is there a way to paint particles onto a live surface and then make that surface a goal without losing the particle positions that were painted.

I have an expression that relies heavily on goalPP on or off to determine behavior of instanced geometry.
I have been succesful using the surface to emit the particles then using a goalU = parentU etc approach. However i would also like to be able to paint the particles in specific locations and have my expression still work. This "particle rig" also needs to be handed to pretty green fx staff later and be easy to interface with.

I am thinking somekind of world position of particle to UV space on geo?

Any suggestions or help on a possible expression for this would be greatly appreciated
Thanks

darktding
07-06-2007, 09:20 PM
what you can do is after painting, run a mel script that would determine the position of the painted particles wrt to the surface.
Use the closestPointOnSurface node, plug the positions, get the uv wrt to the surface and stuff that uv into the goalU and goalV of the paricleShape node (setParticleAttr). Offcourse you have to goal the particles to the surface and you are done.
See if that works.
closesPointOnSurface requires you to have inputsurface so you connect the surface shape to it.

mandark1011
07-06-2007, 10:19 PM
Ive never used closest point on surface node but it sounds promising ill give it a shot thanks

Als
07-08-2007, 12:45 AM
I think there is similar script on highend to allow you to this, check it out.
It's about paiting particles on surface...


Als

mandark1011
07-09-2007, 10:44 PM
Worked like a charm thanks DarkTDing i have heard of those types of nodes before but have never implemented them, already generating alot of ideas of how to implement them into my workflow. Appreciate the insight.

Als thanks not what i had in mind but a very very cool technique non the less

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