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AlexOddbratt
09-16-2009, 01:09 PM
I'm wondering if there is any way of controlling the self collide attributes on a per particle level?

I'm currently working on a simple crowd system that uses nParticles and the self collide system that comes with the nucleus solver. If a particle "dies" i want i to stop and stay on that same spot forever but since I have self collide enabled the other particles can still push it around.

Aikiman
09-16-2009, 08:28 PM
My initial impression on this is "no", I could be wrong but I believe the self collision is object based not pp. Just another short coming of the wonderful Nucleus system.

Keithtron
01-04-2010, 03:48 PM
I've been trying to figure out if there's a way to control the self collide attributes per particle as well. My situation is a bit different, as I'm trying to control the selfCollideWidth PP, based on the geo instance size. Haven't figured out if there's a way just yet.

But in your case, you could always add attributes to freeze the particle in place, despite self collisions. You could create a "frozen" PP attr, and a PP vector for its position. In your Runtime After Dynamics expression, just write a few lines that check if the given particle is frozen, and if so, kill its velocity and update its position with the position saved in the PP attribute.

I'm not sure if this would do odd things with the other particles that are colliding with it, and I haven't tested it, but it's the first potential solution that comes to mind.

Keithtron
01-04-2010, 06:29 PM
Does anyone know if a particle's collision width is based on the particle's radius? And whether or not the collisionWidthScale/selfCollisionWidthScale act relative to that radius? If so, then that would really help customize collision behavior on a PP basis, at least to some degree. I don't know how much that would help with the original poster's problem, but it would help with mine!

Sorry, I didn't mean to hijack your thread or anything. ;-)

Duncan
01-04-2010, 08:58 PM
With nParticles the radius (and radiusPP) affect the particle collision radius. The two collision scale values multiply this radiusPP for collisions. If two particles have radiusPP = zero then they will not collide with each other( but will with surfaces or particles with thickness ).

Duncan

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