View Full Version : pflow possibilitys - multiple positioning particles?
Hey guys consider this situation,
you have an object ( cylinder ) and you want to emit particles on that
(they dont have to move). Imagine dew drops on a bottle.
So creating a shape instance + position object ( + face selection + density by material ) in order to generate some good looking randomly spreaded drops.
Now what if i want to add another position object in order to create some other drops ?
Is it possible to tell pflow to save the position of the(1#) created drops and then
telling the next position object to create another set of drops but not position them
on that location where the first drops were created? I hope you get what i mean.
Im quite sure its a possible task with pflow and scripting, but the fact is
that scripting is definately not my strength. Is that possible with a hack of operators
inside pflow?
(Really the deeper you go the more you recognize that not beeing able to code
is going to break your neck, sooner or later )
Any hints are greatly appreciated.
cheers
NAIK
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Piflik
05-14-2010, 04:03 PM
With Scripts you can certainly do that...strore the position of the first particles in an array and use a script operator for the second Flow in which you generate random positions on that cylinder (tricky...can't think of a good way right from the bat...especially if the object is not a cylinder...) and then test that position against the stored position and only use it, if the distance is above a certain threshold...
...but it would be very slow...
Might be easier to create a greyscale map from the first bunch of particles and use that in the new Flow's Position Operator.
And even easier (and probably the way I would do it)...you can use multiple different Objects in the Shape Instance Operator (by grouping, parenting or attaching) ;)
hey mate,
thanks for your suggestion.
And even easier (and probably the way I would do it)...you can use multiple different Objects in the Shape Instance Operator (by grouping, parenting or attaching)
The Problem with this solution is that the attached / linked / parented objects will not sit
correctly onto my object. And the fact that i want to simulate drops on a
bottle makes this solution really difficult to implement.Also this will not stop the effect
that many of the attached objects will penetrate each other because
of the fact the only the main shape will get the "separation" function from
the Position Object operator. ( of course this is not so if the other objects are attched)
I have also thought of creating a greyscale image of the first drops and mapping
that texture again onto my bottle for the second drops with the map inverted.
but the problem here is, that i have to create a texture and project that again
onto my bottle for every camera movement. I dont think that i can create a
texture of the rendered bottle with the first created drops for the whole bottle
in order to map that 360 texture again onto my bottle. I hope you get what i mean.
cheers
coren
05-15-2010, 12:06 PM
try this way:
use the particle birth ad particle position to create a number of particle equal to the first emission particle count plus the second emission particle count.
Then with a split operator split the flow in two separate flows and make one visible from the start.
The other one visible in a second moment(you could do this by not assign a shape operator, and with an age operator send the flow to an another event with the shape operator).
Hope it could help
cheers
ps. another way to split the flow is the group operator with the split group
Piflik
05-15-2010, 12:24 PM
Yeah...split amount and different Shape Operators will work, too...but in your Shape Instance Operator you have some checkboxes to separate the objects by group members, elements or by hierarchy...that way you can have different shapes in one Flow.
hey guys,
actually i have set up my flow this way, perhaps a bit more simple.
I added a scale test and grapped some of the big drops send them to another
flow and modified the sacle and look again.
@piflik - Mate, i have totally overlooked the option in the shape instance operator!
Thansk for the hint, thats indeed a great option.
Do you know another hack for getting an greyscale ( black n white ) image of the
first drops on my bottle in order to use that for the second phase of drops
(greyscale densitiy map ) for the Position Object operator ( negative texture )
Right now im rendering the image and using that as a texture again onto my
bottle ( projected texture)
cheers
NAIK
Piflik
05-16-2010, 01:03 PM
I think the easiest way would be to use Render to Texture with Projection enabled and use the Particles as Projection Mesh (possibly you need a Mesher Compound Object in between)...make sure to disable Ray Miss Check, otherwise you'll have tons of red in the rendered texture...it should be possible to script an automatic Bitmap Creation using a Script Operator with IntersectRay, but how exactly I can't say without trying...and I don't know if it is worth it ;)...RTT should work fine...
A new idea..if you have 2010 (or Box#1) you can use Group Selection to test if Particles are inside a Mesh and then delete them or pipe them into a new event using Split Group...you'd have to create a copy of the initial Particles with a Push Modifier to completely get rid of intersections though, because the Particles' Mesh will not be taken into account in the Group Selection...
The Group Selection alternative is a good one.
Its really a pity that you dont got more control over the "Inside Object" function
Would be really cool to have a parameter in order to decide "how deep" the particles
penetrate the mesh accordingly to send them to the next event to be deleted.
Because in my case i got some particle drops which intersect the drop mesh a bit and
they are not recognized. Certainly an average value will be taken here ( < // > 50% )
Nevertheless, as you have mentioned i have added a push modifier to my mesh in order
to get rid of some intersections drops... Thanks for the hint buddy.
I will try the RTT and see how far i get.
cheers
NAIK
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