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View Full Version : TP - Deflecting particles at the right time


rurik
06-24-2008, 10:19 PM
I have a PS Storm node emitting some particles. I've set it up so that when the particles hit the collider, they become another shape. Unfortunately it seems as if there was a lag and that it takes a certain amount of time for the particles from group 1 to actually "detect" the collider. What is that due to? Is it related to normals?

Thanks
Alex

marcorabellini
06-25-2008, 01:53 AM
Does this happen if you render it out to frames or a movie, or just in the editor playback? If just in the editor, it could be just that the video card isn't keeping up during live playback.
m

rurik
06-25-2008, 02:21 AM
It is happening on render and in the viewport...

marcorabellini
06-25-2008, 03:40 AM
Hmm. The particle shape is not what a deflector will detect. It's the center or axis that causes the detection. If you have a really large shape it would look like it's passing through the deflector until the center hits it then it would change. This can be somewhat controlled by using Offset in the PDeflector node. The bad thing is if you have shapes that aren't round you must set the deflection for the part of the shape farthest from the center.

You can also fake offset by creating an invisible deflector object in front of the shape that is actually supposed to look like it's being struck. I do this alot as I've never had great results with Offset.

m

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06-25-2008, 03:40 AM
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