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Sagroth
08-24-2007, 05:33 AM
I've got a cloud of particles emitted and flying in the scene, slowly stopping. And I need an object to pass through them and make them wrap around and also eleminate any passing them through.

The problem is - collisions hasten particles drastically. They've got a high conserve and I can't lower it for the sake of proper movement before collision object appears. I've made a bunch of volume axis fields parented to object to fake wraping, it works, but some of the particles remain and pass through object.

Visually, I need behavior like collision object without resilience and friction passes through a cloud of particles with zero conserve, but without globally modifying this attribute.

Can anyone advice something?

Sagroth
08-24-2007, 03:15 PM
Ok, i've made smth close with setting per-particle velocity to collisionIncomingVelocity when collisionOutgoingVelocity raises up :)

Can't find documentation for all those collision per-particle attributes though :(

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08-24-2007, 03:15 PM
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