daddyo
02-03-2011, 10:28 PM
I'm trying to emit particles from a NURBS surface's vertex points, to emit out either with positive or negative speed along normal. The intent is to use a plane or 'ribbon' mesh to emit particles in a grid pattern from either side of the mesh. The grid look would be achieved by emitting from the vertices on the mesh. This will give me the visual control I need to layout a grid that will give the desired look with my camera move into this field of particles...
I pick my surface to 'emit from object' and if you select 'omni' or 'directional' as emitter type, particles only emit from the surface vertices as needed. Great, BUT, there is no attribute for normal velocity, and I need them to move out from the surface normal direction, either positively or negatively (so that they emit on both sides of the surface. If I set my emitter type as surface, I get the normal speed component, and I could figure out an expression to give the particle a normaVelocity PP component so that they emit and move in either direction. But now, they emit at random parts of the surface and I don't get that grid effect I need.
Any suggestions on what to do? I was thinking making the emitter type directional and somehow creating a velocityPP expression to set that veloicty along the normal. I guess I need to sample the normal at each emitting vertex, assign a velocity value that is either positive or negative (50% chance) and then use that as a velocity vector for my particle? Thing is I don't know the expressions to make any of this happen... I know there's someone out there who can make minced meat out of this simple problem :)
I pick my surface to 'emit from object' and if you select 'omni' or 'directional' as emitter type, particles only emit from the surface vertices as needed. Great, BUT, there is no attribute for normal velocity, and I need them to move out from the surface normal direction, either positively or negatively (so that they emit on both sides of the surface. If I set my emitter type as surface, I get the normal speed component, and I could figure out an expression to give the particle a normaVelocity PP component so that they emit and move in either direction. But now, they emit at random parts of the surface and I don't get that grid effect I need.
Any suggestions on what to do? I was thinking making the emitter type directional and somehow creating a velocityPP expression to set that veloicty along the normal. I guess I need to sample the normal at each emitting vertex, assign a velocity value that is either positive or negative (50% chance) and then use that as a velocity vector for my particle? Thing is I don't know the expressions to make any of this happen... I know there's someone out there who can make minced meat out of this simple problem :)
