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viggesWe
05-02-2010, 12:44 PM
I've played around a bit with nDynamics but I weren't able to figure out how to do what I want, or if it is possible.

I want to do something similar to the Sony Bravia commercial with the bouncing balls. I need an emitter that would emit balls that collide with a plane. Every ball should have one of three materials that I have made.

Any suggestions what I should do and read?

efecto
05-02-2010, 07:46 PM
Instancing 3 spheres with different shaders to a particle system.

Then add radial field to each particle so they seem to collide.

aghawa
05-02-2010, 07:56 PM
Or just use nParticles which already have self-collision, so if you set the particle dimension to be as large as your spheres, the collisions will be perfect!
For the rest, go ahead and do as efecto suggested!

FluidEdge
05-02-2010, 08:39 PM
before nParticles this was a bit of a nightmare but it's now the way to go.

efecto
05-03-2010, 03:27 AM
true.Gotta start looking into nParticles!

Aikiman
05-03-2010, 08:18 AM
Then add radial field to each particle so they seem to collide.

Thing of the distant past now Dai ;)

viggesWe
05-03-2010, 06:25 PM
I managed to get one color in the emitter but I don't know how to get the blue and green one to appear:

http://www.graabr.com/uploads/l0429N.jpg

I set it up like:
http://www.graabr.com/uploads/l0rOo6.jpg

What am I doing wrong?


Edit: Nevermind I got it. But I don't really know how to make it collide with the surface... If I remember correctly it was something with relations but I am not sure anymore.

Also, I turned on self-collision in nParticles, which added some weird field around the balls:
http://www.graabr.com/uploads/l02UE2.jpg
How can I remove that?

Aikiman
05-03-2010, 09:02 PM
Looks like your particles are now cloudies, change them to points. also for collisions your collision object needs to be an nCloth passive mesh using the same nucleus solver.

viggesWe
05-04-2010, 04:55 PM
Looks like your particles are now cloudies, change them to points. also for collisions your collision object needs to be an nCloth passive mesh using the same nucleus solver.

Ah thanks that fixed it.

Now I got another question: I put on bounce, but now when they bounce, they never fall down again: http://www.graabr.com/uploads/lGKKfO.jpg
Do I need to put on gravity or something?

Aikiman
05-04-2010, 11:12 PM
Be default it should be using the gravity field on the nucleus solver otherwise they wouldnt have fallen down in the first place unless your emitter was in the -Y direction. So you can either increase the gravity on the solver or decrease the Space scale attribute on the solver depending on your scene size.

BTW view your self collisions to make sure the collision area matches your particle radius.

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05-04-2010, 11:12 PM
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